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General Tabletop Discussion
*Dungeons & Dragons
Were the four roles correctly identified, or are there others?
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<blockquote data-quote="Aenghus" data-source="post: 6308984" data-attributes="member: 2656"><p>The striker is the individualist role, they are typically single target and and don't need to work with others (though they can). The other roles require various amounts of teamwork for maximum effectiveness. The striker downside is their squishiness and need to maintain the initiative - strikers don't like being ambushed or outnumbered, and deal badly with minions. Once they start losing they find it hard to recover.</p><p></p><p>Controllers absolutely need teamwork and party cooperation so the control acts to benefits the party. They have lots of unfriendly area powers, which have always required discretion in use in every version of D&D, and I don't just mean not nuking the party. If the players refuse to coordinate, there wil be far less synergy, and synergy is a big force multiplier in 4e.</p><p></p><p>Divide and conquer. Controllers and defenders have a lot to do with the divide part of the equation, while strikers do the conquering.</p><p></p><p>Strangely enough, not everyone wants to play a striker-type PC, and again that's been true in every edition of D&D. The non-striker 4e classes are viable, and that's enough for me.</p><p></p><p>Now, the typical party absolutely benefits from a striker or three. "No striker" parties mean having to rejig hp down or the game gets very grindy. But strikers aren't universally better all the time.</p></blockquote><p></p>
[QUOTE="Aenghus, post: 6308984, member: 2656"] The striker is the individualist role, they are typically single target and and don't need to work with others (though they can). The other roles require various amounts of teamwork for maximum effectiveness. The striker downside is their squishiness and need to maintain the initiative - strikers don't like being ambushed or outnumbered, and deal badly with minions. Once they start losing they find it hard to recover. Controllers absolutely need teamwork and party cooperation so the control acts to benefits the party. They have lots of unfriendly area powers, which have always required discretion in use in every version of D&D, and I don't just mean not nuking the party. If the players refuse to coordinate, there wil be far less synergy, and synergy is a big force multiplier in 4e. Divide and conquer. Controllers and defenders have a lot to do with the divide part of the equation, while strikers do the conquering. Strangely enough, not everyone wants to play a striker-type PC, and again that's been true in every edition of D&D. The non-striker 4e classes are viable, and that's enough for me. Now, the typical party absolutely benefits from a striker or three. "No striker" parties mean having to rejig hp down or the game gets very grindy. But strikers aren't universally better all the time. [/QUOTE]
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Community
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Were the four roles correctly identified, or are there others?
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