D&D 5E The case for niche protection

Sacrosanct

Legend
Disclaimer: I realize I'm probably in the minority here, but I prefer niche protection, and there's really a pretty simple reason for it.

What I mean by niche protection is that certain characters will shine in certain areas, while maybe not being able to in other areas. Boxx might be a great fighter against melee opponents, but may struggle against challenges that don't rely on his brute physical strength. Contrast that to a non-niched focus, where pretty much every character has some way of resolving every challenge, and will always be useful all the time.

So here's my argument for niche protection:
* it drives a teamwork approach. Boxx may shine in this encounter, but Coxx might shine in another encounter or challenge. The PCs rely on each other as a team, rather than only worrying about themselves to resolve the issue.

*it drives down resentment of other players. I've seen it argued many times that people will feel resentful if another player happens to have a higher stat in something. In non-niche protection, this is exemplified because every PC can attempt something in every challenge, so the person with the higher stat will always do batter. In niche protection, it doesn't matter if another player has a higher stat. It's why old school D&D used random stat gen and yet every PC was still effective at their role. If the challenge is one where player A is designed for, than player A will still do better even if they don't have as high of a stat, which results in an end campaign where everyone gets their time to shine, which leads to...

*no PC gets lost in the "average". In niche protection, all PCs get an opportunity to shine at some point. having your PC shine is enjoyable, by most players. It's human nature. If everyone is relatively the same in competence to overcome all challenges, everyone just feels the same

*it's supported by literature. This is probably the big one. When I started D&D in 1981 as a kid, it was all about replicating some of the great stories in our own vision with our own characters. In all of the great stories, it's all about niche protection. From LoTR to Star Wars, each character had a certain niche they filled that allowed them to shine at some point. Those characters were memorable because of the thing they did that no other character really good.
 

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Since 2003 we've preferred the term, "Freedom Hole" to niche...That aside, covering it with a tapestry is great why to protect a freedom hole...

:p

Back to the post - I agree with you to an extent. There is a place for jack-of-all-trades, such as a "navy seal" style of play: All are effective at everything, but each has a specialized role to fill. Sure, we are all great rifleman, but joe is the sniper, bob the heavy gunner, etc.

So, count me in your minority, but with a mise en garde​ or "freedom warning" ... (I should probably stop the freedom puns...that was old a decade ago)
 

Case against niche protection: some DMs tend to write toward the talents of one particular niche. PCs that can't participate in that niche will spend more of their game time as supporting characters, not main characters.

If a game is going to write niche protection into the rules that players must follow, it should do so for GMs as well.
 

Case against niche protection: some DMs tend to write toward the talents of one particular niche. PCs that can't participate in that niche will spend more of their game time as supporting characters, not main characters.

If a game is going to write niche protection into the rules that players must follow, it should do so for GMs as well.

I don't disagree that this is a risk, and a thing that definitely happened. Probably one of the driving forces of 4e's design. Then again, I don't know if 3e's angel summoner/BMX bandit design is what I'd call niche protection. That seemed to take niche protection and overpower one side while neutering the other side. To me, niche protection allows every character to shine at some point. And to your point, that requires the DM to be aware of the party make up and run their game accordingly. Then again, to me, that's just basic DMing. shrug.
 

Case against niche protection: some DMs tend to write toward the talents of one particular niche. PCs that can't participate in that niche will spend more of their game time as supporting characters, not main characters.
A very real risk, but it depends on how you define and balance the 'niches.' If you have some PC choices that are great at combat, and others that are great at exploration, for instance, then a campaign that's all action is going to favor the former, while one that's all puzzles will go the other way.

But, in a sense, that's the point of niches and spotlight balance. The DM's the one holding the spotlight.
 

I feel that this is a fundamental concept with any class-based rpg. Lately (the past decade or two :heh:) D&D has tried to have their cake and eat too by watering down the niche protection while still keeping the class system; all with varying levels of success, depending on play style and user preference.
 

I'm totally with you on niche protection. Things like barbarians making untrained arcana rolls really bug me. I liked the "trained-only" approach to certain skills of 3e.
 


I'm totally with you on niche protection. Things like barbarians making untrained arcana rolls really bug me. I liked the "trained-only" approach to certain skills of 3e.
Except when your party needs to make an arcana check and someone is forced to be a wizard. Or the only one who can heal is a cleric and someone is forced to play one.


It's one thing for fighters to be better than bards in combat, and bards better than fighters in social situations, but it's a very different game if bards could not fight, and fighters could not speak.
 

Except when your party needs to make an arcana check and someone is forced to be a wizard. Or the only one who can heal is a cleric and someone is forced to play one.

Yes, you make a good point, especially about the cleric and early editions of D&D. But I would posit that these issues are more a problem with adventure/game design and good DMing than anything. For instance, you no longer 'have' to have a cleric to adventure with due to better game design and re-defining the cleric's 'niche'. Now you have many classes that can mitigate hp loss: Bard, Druid, Paladin, Ranger, War--well, a lot of classes. Not to mention things like hit dice, second wind, short rest/ long rest.


It's one thing for fighters to be better than bards in combat, and bards better than fighters in social situations, but it's a very different game if bards could not fight, and fighters could not speak.

Yes well said. Niche protection can be taken too far.
 

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