None. It's just a handy descriptor of "this is what this class was designed to accomplish in a group fight."hendelmasad said:Other than deciding how to play your class, what game effect does Role play anyways?
None. It's just a handy descriptor of "this is what this class was designed to accomplish in a group fight."hendelmasad said:Other than deciding how to play your class, what game effect does Role play anyways?
Zamkaizer said:Planar prisons seem more fitting for the repertoire of defender of a more supernatural persuasion, since tying up opponents is their specialty. Flying, being a form of mobility, should be the domain of the striker. Walls of fire I might give you, but is their really enough design space for a role that deals with them and their ilk?
And powers that allow one to cover their own ass should be meted out according to power source and not role, as whether one casts or does not cast seems to dictate who many fleshy bits one leaves exposed.
Zamkaiser said:Planar prisons seem more fitting for the repertoire of defender of a more supernatural persuasion, since tying up opponents is their specialty. Flying, being a form of mobility, should be the domain of the striker.
brislove said:1. There aren't many classes who can perform this role, i'm sure the druid will be a natural control, however in 3.5 the wizard was pretty much -the- controller, nothing else came close.
2. It's more difficult to play, and extra controllers are generally superfluous. There won't be many encounters in the standard 5 player party that need 2 controllers. (the game is designed for 3x total defender/striker, 1 leader, 1 controller).
Scribble said:So it will be easy to pick up the controller and know how to use it. But how to use it most effectively might be harder.
Kamikaze Midget said:I think it's more likely that the people saying the controller doesn't exist don't know exactly what a controller does.
Yes, Virginia, there is a controller.
Controllers force the enemy to act in ways that they dictate, either directly (charms, illusions, shifts, paralysis, whatever) or indirectly (If he can hit area 4, we need to stay 5 squares apart. If he can hit a burst 3, we need to stay 4 squares away from him).
Dragonblade said:I will take the ring to Mordor! Oh wait...wrong council...heh...
Kamikaze Midget said:I thought they were getting rid of "rules mastery" elements in 4e, too? Specifically because they increase the "LOL Newb!" factor.
Kamikaze Midget said:The Controller exists. I've got some minor issues with the Wizard being the only one at launch, but it's there, and it's distinct.
What if you where, say, sitting on Queen Elizabeth Throne? Would you come up with more or with less archetypes?Kamikaze Midget said:This isn't accurate. I'm sure there are MANY archetypes that can perform the role of a controller. I can probably think of a half-dozen just sitting here.
Current theory probably looks like this:I thought they were getting rid of "rules mastery" elements in 4e, too? Specifically because they increase the "LOL Newb!" factor.
Same Stuff, Different Description.Scribble said:Rules mastery implies that some choices are just not that great/ useful no matter what.
Tactics implies that a power can be good or bad dependent upon how you use it.
I disagree on the symmetry as a universally good idea. It can be overdone (Great Wheel/Alignment symmetry).Moon-Lancer said:They should have replaced warlock with druid and made the druid a controller with plant, stone, and wind shaping spells. d&d i feel always benefited from archetypes and symmetry. I think having 3 strikers was a mistake.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.