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General Tabletop Discussion
*Dungeons & Dragons
What are the Roles now?
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<blockquote data-quote="EzekielRaiden" data-source="post: 6540594" data-attributes="member: 6790260"><p>The "roles" defined in 4e <em>were</em> combat-only. Does that mean you cannot define non-combat ones? Hardly. But it does mean that, <em>if</em> we are evaluating classes based on the 4e roles, only the combat components matter for deciding <em>which 4e role</em> they would have. Many of the tricky/utility things that used to be unique to the Wizard have been moved to 4e's Ritual system (or just the Skills generally), and anyone can cast those if they have the Ritual Caster feat and the appropriate skill(s) (Wizards just get a head start by having the feat for free, along with some free rituals already learned).</p><p></p><p>Also, "artillery" is fully within the 4e Controller role. Controlling includes manipulating the battlefield (zones, walls, ally movement), debilitating enemies (e.g. conditions), clearing away 'infantry' (that is, Minions; artillery AoE damage), and fielding additional units (e.g. summons).</p><p></p><p>So...yeah. Going with the definitions used for 4e's roles, what you described really isn't far off from what 4e Wizards actually do, and (believe it or not) the Wizard's non-combat hat is being insanely good at all sorts of utility things. Finding ways to pick up Wizard cantrips is a common exercise (but a difficult one--they're well-protected).</p><p></p><p>Edit:</p><p>I'd also say that this is why the original ("pre-Essentials") 4e Druid was given the Controller role, rather than the Leader role that some expected. The Druid's (theoretical) shtick was nature-y spells including many AoE damage and terrain-affecting spells...and summon spells, which are (very generally speaking) something in the Controller sphere.</p><p></p><p>[sblock=Digression on the non-exclusivity of 4e roles]Plus, it's not like 4e's roles were even all that exclusive. Non-Defenders can easily acquire powers that Mark, though getting a punishment power is a bit harder without MCing to a Defender class. (Although even calling it "punishment" is a bit over-specific, since Swordmages can "punish" by damage mitigation.) Non-Strikers can approximate or even achieve Striker-like damage simply by growing in that direction, picking high-damage/high-accuracy gear, etc. Non-Controllers just need some AoE and/or condition-inflicting powers. Leader is also a little hard for non-Leaders to emulate unless they start with something (e.g. Paladin), but anything that grants bonuses, saves, or THP to allies will work and Skill Utilities made it even easier.</p><p></p><p>Outside of combat, you are pretty much whatever you choose to be. Most classes can be built to value at least one skill-beneficial stat, and with Backgrounds you can start out trained in essentially any skill you want while getting some potential seeds for your backstory. Certain classes naturally get a leg up on it, e.g. Wizards with Ritual Casting, Rogues with a (slightly?) larger number of skills, etc. However, there isn't much non-combat stuff that is out of reach by the time you get to level, I dunno, 4-5 ish? Certainly not by Paragon tier.[/sblock]</p></blockquote><p></p>
[QUOTE="EzekielRaiden, post: 6540594, member: 6790260"] The "roles" defined in 4e [I]were[/I] combat-only. Does that mean you cannot define non-combat ones? Hardly. But it does mean that, [I]if[/I] we are evaluating classes based on the 4e roles, only the combat components matter for deciding [I]which 4e role[/I] they would have. Many of the tricky/utility things that used to be unique to the Wizard have been moved to 4e's Ritual system (or just the Skills generally), and anyone can cast those if they have the Ritual Caster feat and the appropriate skill(s) (Wizards just get a head start by having the feat for free, along with some free rituals already learned). Also, "artillery" is fully within the 4e Controller role. Controlling includes manipulating the battlefield (zones, walls, ally movement), debilitating enemies (e.g. conditions), clearing away 'infantry' (that is, Minions; artillery AoE damage), and fielding additional units (e.g. summons). So...yeah. Going with the definitions used for 4e's roles, what you described really isn't far off from what 4e Wizards actually do, and (believe it or not) the Wizard's non-combat hat is being insanely good at all sorts of utility things. Finding ways to pick up Wizard cantrips is a common exercise (but a difficult one--they're well-protected). Edit: I'd also say that this is why the original ("pre-Essentials") 4e Druid was given the Controller role, rather than the Leader role that some expected. The Druid's (theoretical) shtick was nature-y spells including many AoE damage and terrain-affecting spells...and summon spells, which are (very generally speaking) something in the Controller sphere. [sblock=Digression on the non-exclusivity of 4e roles]Plus, it's not like 4e's roles were even all that exclusive. Non-Defenders can easily acquire powers that Mark, though getting a punishment power is a bit harder without MCing to a Defender class. (Although even calling it "punishment" is a bit over-specific, since Swordmages can "punish" by damage mitigation.) Non-Strikers can approximate or even achieve Striker-like damage simply by growing in that direction, picking high-damage/high-accuracy gear, etc. Non-Controllers just need some AoE and/or condition-inflicting powers. Leader is also a little hard for non-Leaders to emulate unless they start with something (e.g. Paladin), but anything that grants bonuses, saves, or THP to allies will work and Skill Utilities made it even easier. Outside of combat, you are pretty much whatever you choose to be. Most classes can be built to value at least one skill-beneficial stat, and with Backgrounds you can start out trained in essentially any skill you want while getting some potential seeds for your backstory. Certain classes naturally get a leg up on it, e.g. Wizards with Ritual Casting, Rogues with a (slightly?) larger number of skills, etc. However, there isn't much non-combat stuff that is out of reach by the time you get to level, I dunno, 4-5 ish? Certainly not by Paragon tier.[/sblock] [/QUOTE]
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