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General Tabletop Discussion
*Dungeons & Dragons
What if 5e had 2 types of roles
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<blockquote data-quote="catastrophic" data-source="post: 5698555" data-attributes="member: 81381"><p>A second set of roles could be a really solid addition. A lot of people aren't getting the kinds of advantages it has-</p><p> </p><p>*It allows people to play different roles in the same game. I might play a defender in combat, and be really front and center, but then play a 'lookout' in noncombat, and be in more of a support role. </p><p> </p><p>*It allows for better and hence more fun design by comparmentalising the system. Split combat from noncombat, but allow the kind of variety that roles bring, and the two features enhance one another. For instance, when designing, you don't have to worry about your lookout skill buff effecting intimidate rolls in combat, so you can more freely design how the skill buff works in noncombat. </p><p> </p><p>*It allows for a variety of scenes. Not only would you a clear and fun distinction between combat and noncombat, potentially with different system dynamics (albiet it built on the same core mechanics), but you could even design the noncombat system to handle different kinds of non-combat, OR design the noncombat system so that each 'role' gets a bunch of spotlight time in key adventurer activities (thief stuff, travel and exploration, diplomacy, ect).</p></blockquote><p></p>
[QUOTE="catastrophic, post: 5698555, member: 81381"] A second set of roles could be a really solid addition. A lot of people aren't getting the kinds of advantages it has- *It allows people to play different roles in the same game. I might play a defender in combat, and be really front and center, but then play a 'lookout' in noncombat, and be in more of a support role. *It allows for better and hence more fun design by comparmentalising the system. Split combat from noncombat, but allow the kind of variety that roles bring, and the two features enhance one another. For instance, when designing, you don't have to worry about your lookout skill buff effecting intimidate rolls in combat, so you can more freely design how the skill buff works in noncombat. *It allows for a variety of scenes. Not only would you a clear and fun distinction between combat and noncombat, potentially with different system dynamics (albiet it built on the same core mechanics), but you could even design the noncombat system to handle different kinds of non-combat, OR design the noncombat system so that each 'role' gets a bunch of spotlight time in key adventurer activities (thief stuff, travel and exploration, diplomacy, ect). [/QUOTE]
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What if 5e had 2 types of roles
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