• NOW LIVE! Into the Woods--new character species, eerie monsters, and haunting villains to populate the woodlands of your D&D games.

So, What's the Controller's 'Thing'?

Tequila Sunrise

Adventurer
Strikers deal extra damage, defenders mark and leaders heal, but what's the basic controller shtick?

I ask because I'm whipping up a simple 4e lite game to introduce a friend to the game. And when I say simple, I mean simple. It's going to be: pick a race, a class, a couple skills, assign abilities and then play. The classes are really simple too; each one is just a combination of a power source and a role. No choosing powers (at least to start), no minor extras like prime shot. Just proficiencies, hit points and a role-oriented gimmick. (Extra damage dice for strikers, etc.)

Anyway, I need a strong controller gimmick that's independent of class powers. I was thinking of "-2 attack penalty to an enemy you hit". (1/turn? 1/encounter?) But I dunno -- I don't feel like I really grok controllers.
 

log in or register to remove this ad

The controller's thing is more variable. It tends to be either:

- Deal area of effect damage, or
- Apply negative conditions to enemies

Most controllers have some of both.

Take a look at the Hunter from Heroes of the Forgotten Kingdoms. His main at-wills are Rapid Shot (basically an area burst 1 attack) and Clever Shot (which hits one enemy and either slows it, knocks it prone or slides it 2 squares). I'd suggest using something like that for simplicity (you can either attack everyone in this 3 by 3 area, or you can hit one guy and knock it to the ground).
 
Last edited:

I think you'd be better off replacing the controller role with a blaster role, and their shtick would be hitting more targets.
 

Yeah, very few controllers have class features that enforce their role -- mostly the controller role is expressed through the class powers.
 

The Controller schtick is to screw up the DMs plans. This is done either by area attacks smoking minions and/or separating baddies and/or messing directly with the baddies' ability to efficiently attack the party via status effects.

Controllers are -awesome- when played by someone who understands them. If you try to be a single-target damage monkey you'll likely be disappointed.
 

Controllers are often able to hit against a variety of defenses, while strikers usually have one or two they can pick from. The already semi-controllery warlock is the exception to this.
 

I like the blaster idea. I would probably give the following power:

1/turn: Attack one enemy for X damage, or two enemies at a -2 penalty for Y damage.

If you wanted the true controller power:

1/turn: Attack one enemy for Z damage. If it hits, the target is slowed (save ends).

You could make that immobolized or dazed or even just "loses their move action".
 

Others have already mentioned the two main themes - multiple targets and inflicting the conditions. The general problem is that Controller is both not directly defined by a mechanic like others are, and thus that it is easier to replace.

Your rogue can pick up Blinding Barrage, Cloud of Steel, Dazing Strike, and suddenly is able to attack multiple enemies and inflict conditions upon them. Maybe not as often as the wizard... but if he tries to fill in for the Defender or Leader, it will be a lot harder. Pretty much every class gets some options for multiple targets or inflicting conditions. A few will get occasional healing or marking, but not nearly as often. And while you can build any number of roles to deal damage, the striker's advantage there isn't exactly easy to overcome.

Depending on how much of an overhaul you are doing, you might consider dropping the controller role entirely. But assuming that would require a bit too much of a rebuild for the system, I'd second the suggestion to look at the Hunter from Essentials, who presents several options that might help fit the 'gimmick' you are looking for.
 

Strikers deal extra damage, defenders mark and leaders heal, but what's the basic controller shtick?

I ask because I'm whipping up a simple 4e lite game to introduce a friend to the game. And when I say simple, I mean simple. It's going to be: pick a race, a class, a couple skills, assign abilities and then play. The classes are really simple too; each one is just a combination of a power source and a role. No choosing powers (at least to start), no minor extras like prime shot. Just proficiencies, hit points and a role-oriented gimmick. (Extra damage dice for strikers, etc.)

Anyway, I need a strong controller gimmick that's independent of class powers. I was thinking of "-2 attack penalty to an enemy you hit". (1/turn? 1/encounter?) But I dunno -- I don't feel like I really grok controllers.

Leaders are more likely to be the class responsible for buffs and debuffs.

Controllers do exactly what the name implies; they control the battlefield. This is expressed in various ways, dependent upon the class in question. It could be accomplished by creating zones an walls to limit opponents' movements, push/pull/slide powers to rearrange the battlefield, powers that remove actions from the opposition, and area effects that penalize opponents for bunching up.

The 'blaster' might be one way of doing this, by giving an attack like Thunderwave.
 

So basically controllers annihilate minions and frack with the DM. That second part is still a bit vague in my mind, especially considering the wide array of ways that any class has of fracking with the monsters, but I think I can live with it.

Here's what I'm thinking now: All controllers will have a multi-target at-will attack. And they'll all have this ability: "Once per turn, when you hit, you can do one of these things to one of the enemies you hit:"

  • Slide it 2 hexes. (Yes, I use a hex map.) :D
    Knock it prone.
    Slow it until the end of its next turn

Depending on how much of an overhaul you are doing, you might consider dropping the controller role entirely. But assuming that would require a bit too much of a rebuild for the system, I'd second the suggestion to look at the Hunter from Essentials, who presents several options that might help fit the 'gimmick' you are looking for.
I might have considered just dropping the controller role, but the adventure I'm planning is based heavily on Diablo. It might be cruel to take away controllers in that circumstance.
 

Into the Woods

Remove ads

Top