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*Dungeons & Dragons
What are the Roles now?
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<blockquote data-quote="EzekielRaiden" data-source="post: 6535348" data-attributes="member: 6790260"><p>Those seem like they fit fairly well into at least one (possibly two--many classes in 4e bridge two roles, after all). Dedicated charging sounds like a core mechanical action for a striker of some kind. Tactician is supposed to be what 4e Warlords are, though I could see a more thoroughly Controller-Leader hybrid. Bodyguard sounds like a Defender that latches onto particular allies, rather than particular enemies. Duelist could be a lot of things, but sounds like a striker (certain kinds of 4e Avenger do something like that). Ambusher...again sounds like a striker (killing/defeating things by getting the jump on them), but I'm not entirely sure how to implement it in a fiction-friendly way. Mage-killer is pretty transparently a striker who specializes in particular enemy "professions" (for lack of a better word) rather than particular enemy species or other ways of categorizing enemies.</p><p></p><p>Still, those are all great ideas at least for a particular mechanical nugget around which to build a class, and I'd be willing to bet all of them would be fun if designed well. If you've ever heard of Dungeon World, there's a third-party supplement for it (called Grim World) which has several classes built pretty much exactly along these lines (a tactician, a kinda-sorta "charger"-type, a duelist) and I'm fairly sure I've seen anti-caster classes for it, too.</p><p></p><p><em>In the exploration pillar, you might develop mechanics for scouting, trap removal, mapmaking, and endurance.</em></p><p></p><p>Yeah, other than the mapmaking, pretty much all of those are the well-recognized Things Worth Doing in exploration. I'd probably rephrase it as scout, trapfinder, navigator, and...something along the lines of "quartermaster." The Scout collects information, observes the current lay of the land, etc. The Trapfinder locates and disarms physical impediments to travel--not just "traps," but locks, roadblocks, broken bridges, etc. The Navigator sets the course and pacing, determines orientation, and adapts to new information (gathered by the Scout, perhaps). The "Quartermaster" keeps herself and/or her party going, getting foraging and shelter, maintaining camp, etc.</p><p></p><p>The nice thing is, structured in this loose way, such roles can be filled in several different ways, which is what allows for different classes of the same role. For example, a "roguish" (e.g. stealthy) Scout collects information by being unseen, while a "rangery" Scout collects it through exploiting an awareness of the natural world. A "roguish" Trapfinder is geared mostly for overcoming gadgets, or *with* gadgets--while a "brute" Trapfinder plows through problems with bull-headed determination and somehow manages to endure the fallout or something like that. A "warlordy" Navigator is a calligrapher and cartographer, skilled with the science and the art of wrangling terrain; a "sagey" Navigator gazes into a crystal ball or meditates over a bowl of water to "see" the path ahead. Etc.</p><p></p><p></p><p></p><p>All of those sound great! I hadn't considered the specifically *economic* side of socialization. In general, I'd argue that "diplomacy" and "charming" are more-or-less the same, and the places where "charming" isn't the same would be covered very well by "bluffing." Alternatively, you could subsume both "diplomacy" and "bluffing" into that single role--Charmer--and have different tactics within it (e.g. "good cop," "puckish rogue," "compulsive liar," etc.)</p><p></p><p>So if I had to boil those down, I'd say: "Supervisor" (working with underlings, your own or others'); "Bargainer"; "Investigator" (think Sherlock Holmes!); and "Charmer." To say any more than that--not that it's at all bad to get this far!--we'd need to have more of an idea of what the "Social system" and "Exploration system" actually <em>mean.</em> Which is halfway to designing our own game anyway <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f61b.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":P" title="Stick out tongue :P" data-smilie="7"data-shortname=":P" /></p></blockquote><p></p>
[QUOTE="EzekielRaiden, post: 6535348, member: 6790260"] Those seem like they fit fairly well into at least one (possibly two--many classes in 4e bridge two roles, after all). Dedicated charging sounds like a core mechanical action for a striker of some kind. Tactician is supposed to be what 4e Warlords are, though I could see a more thoroughly Controller-Leader hybrid. Bodyguard sounds like a Defender that latches onto particular allies, rather than particular enemies. Duelist could be a lot of things, but sounds like a striker (certain kinds of 4e Avenger do something like that). Ambusher...again sounds like a striker (killing/defeating things by getting the jump on them), but I'm not entirely sure how to implement it in a fiction-friendly way. Mage-killer is pretty transparently a striker who specializes in particular enemy "professions" (for lack of a better word) rather than particular enemy species or other ways of categorizing enemies. Still, those are all great ideas at least for a particular mechanical nugget around which to build a class, and I'd be willing to bet all of them would be fun if designed well. If you've ever heard of Dungeon World, there's a third-party supplement for it (called Grim World) which has several classes built pretty much exactly along these lines (a tactician, a kinda-sorta "charger"-type, a duelist) and I'm fairly sure I've seen anti-caster classes for it, too. [I]In the exploration pillar, you might develop mechanics for scouting, trap removal, mapmaking, and endurance.[/I] Yeah, other than the mapmaking, pretty much all of those are the well-recognized Things Worth Doing in exploration. I'd probably rephrase it as scout, trapfinder, navigator, and...something along the lines of "quartermaster." The Scout collects information, observes the current lay of the land, etc. The Trapfinder locates and disarms physical impediments to travel--not just "traps," but locks, roadblocks, broken bridges, etc. The Navigator sets the course and pacing, determines orientation, and adapts to new information (gathered by the Scout, perhaps). The "Quartermaster" keeps herself and/or her party going, getting foraging and shelter, maintaining camp, etc. The nice thing is, structured in this loose way, such roles can be filled in several different ways, which is what allows for different classes of the same role. For example, a "roguish" (e.g. stealthy) Scout collects information by being unseen, while a "rangery" Scout collects it through exploiting an awareness of the natural world. A "roguish" Trapfinder is geared mostly for overcoming gadgets, or *with* gadgets--while a "brute" Trapfinder plows through problems with bull-headed determination and somehow manages to endure the fallout or something like that. A "warlordy" Navigator is a calligrapher and cartographer, skilled with the science and the art of wrangling terrain; a "sagey" Navigator gazes into a crystal ball or meditates over a bowl of water to "see" the path ahead. Etc. All of those sound great! I hadn't considered the specifically *economic* side of socialization. In general, I'd argue that "diplomacy" and "charming" are more-or-less the same, and the places where "charming" isn't the same would be covered very well by "bluffing." Alternatively, you could subsume both "diplomacy" and "bluffing" into that single role--Charmer--and have different tactics within it (e.g. "good cop," "puckish rogue," "compulsive liar," etc.) So if I had to boil those down, I'd say: "Supervisor" (working with underlings, your own or others'); "Bargainer"; "Investigator" (think Sherlock Holmes!); and "Charmer." To say any more than that--not that it's at all bad to get this far!--we'd need to have more of an idea of what the "Social system" and "Exploration system" actually [I]mean.[/I] Which is halfway to designing our own game anyway :P [/QUOTE]
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