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*Dungeons & Dragons
What are the Roles now?
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<blockquote data-quote="pemerton" data-source="post: 6518203" data-attributes="member: 42582"><p>The equivalence consists in being departures from the system norms. The fact that the departures are potentially in opposite directions of deadliness (although not necessarily - it is quite possible to build a very deadly all-minion encounter) doesn't change this.</p><p></p><p>Upthread I suggested that one mechanical feature of 5e relevant to the possible emergence of roles out of that system's combat mechanics is the short (2 to 3 round) mechanical duration of its combats. You replied by saying that combats in 5e aren't necessarily short - and then went on to elaborate that the typical non-double-deadly encounter lasts fewer than 4 rounds.</p><p></p><p>I don't think that double-deadly encounters are typical for 5e. They are not the sorts of encounters the designers built the system around. (Just as all-minion encounters aren't the sort of encounters that the 4e designers built that system around.) So the fact that they lead to encounters lasting 4 or more rounds doesn't strike me as having much bearing on my initial contention: namely, that the typical combat length in 5e being 2 to 3 rounds is one mechanical feature of the system that is relevant to the emergence of roles in the system.</p><p></p><p>To add to previous examples, here is another difference that might make: if combats are only 2 to 3 rounds long, a free round makes a huge difference. Hence, one might expect a role to emerge of being the "surprise enabler" (perhaps a scouting/stealth role, probably by default filled by a rogue, ranger, monk or illusionist). In 4e, by way of contrast, the mechanics do not engender such a role, in part because the surprise mechanics don't give a full free round, and in part because the greater mechanical duration of the typical encounter dilutes the impact of an initial free action.</p></blockquote><p></p>
[QUOTE="pemerton, post: 6518203, member: 42582"] The equivalence consists in being departures from the system norms. The fact that the departures are potentially in opposite directions of deadliness (although not necessarily - it is quite possible to build a very deadly all-minion encounter) doesn't change this. Upthread I suggested that one mechanical feature of 5e relevant to the possible emergence of roles out of that system's combat mechanics is the short (2 to 3 round) mechanical duration of its combats. You replied by saying that combats in 5e aren't necessarily short - and then went on to elaborate that the typical non-double-deadly encounter lasts fewer than 4 rounds. I don't think that double-deadly encounters are typical for 5e. They are not the sorts of encounters the designers built the system around. (Just as all-minion encounters aren't the sort of encounters that the 4e designers built that system around.) So the fact that they lead to encounters lasting 4 or more rounds doesn't strike me as having much bearing on my initial contention: namely, that the typical combat length in 5e being 2 to 3 rounds is one mechanical feature of the system that is relevant to the emergence of roles in the system. To add to previous examples, here is another difference that might make: if combats are only 2 to 3 rounds long, a free round makes a huge difference. Hence, one might expect a role to emerge of being the "surprise enabler" (perhaps a scouting/stealth role, probably by default filled by a rogue, ranger, monk or illusionist). In 4e, by way of contrast, the mechanics do not engender such a role, in part because the surprise mechanics don't give a full free round, and in part because the greater mechanical duration of the typical encounter dilutes the impact of an initial free action. [/QUOTE]
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