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General Tabletop Discussion
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What if 5e had 2 types of roles
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<blockquote data-quote="Minigiant" data-source="post: 5702182" data-attributes="member: 63508"><p>I think instead of focusing on the types of challenge, the mechanics of the challenges should be the focus.</p><p></p><p>If I were to make noncombat roles, I would do it similar to the combat ones.</p><p></p><p>The "Striker" would be the traditional skill power gamer. They would be the character you want to make the roll. Variations would include, raw bonus to skills and using passive defense/taking 10 while rushed, distracted, or threatened.</p><p></p><p>The "Defender/Tank" would have the strongest passive skill use. Overall it would be opposite of the striker and prevent enemy successes.</p><p></p><p>The "Leader/Healer/Support" Would prevent failure and boost other character's rolls. They could provide boosted aid another and allow rerolls of failures.</p><p></p><p>The "Controller" would attempt to make the goal easier to reach. This is done by lowering the DCs or number of rolls in challenges. The "controller" would also serve as a backup "striker" by having a wide array of medium strength skills like the current rogue class.</p><p></p><p></p><p>For example, the fighter would have a "striker" non-combat role. The class would get a +X bonus directly to Intimidate (Conversation), Athletics (exploration), Perception (Infiltration) and History (knowledge)</p><p></p><p>On the other hand, the rogue would be a noncombat "controller". Rogue could use Bluff, Streetwise, or Stealth to unnerve and distract enemies to provide cover for Infiltration and Conversation challenges. They would also have a lot more class skills and be able to do a decent job of History and Intimidate when the fighter is unavailable.</p><p></p><p>The "defensive" ranger would prevent ambushes, trickery, and starvation with their High passive Perception, Insight, and Nature.</p><p></p><p>And the warlord would grant second chances with their ability to back up the fighter's or rogue's Intimidate with a retry on failure and a powerful Aid Another.</p></blockquote><p></p>
[QUOTE="Minigiant, post: 5702182, member: 63508"] I think instead of focusing on the types of challenge, the mechanics of the challenges should be the focus. If I were to make noncombat roles, I would do it similar to the combat ones. The "Striker" would be the traditional skill power gamer. They would be the character you want to make the roll. Variations would include, raw bonus to skills and using passive defense/taking 10 while rushed, distracted, or threatened. The "Defender/Tank" would have the strongest passive skill use. Overall it would be opposite of the striker and prevent enemy successes. The "Leader/Healer/Support" Would prevent failure and boost other character's rolls. They could provide boosted aid another and allow rerolls of failures. The "Controller" would attempt to make the goal easier to reach. This is done by lowering the DCs or number of rolls in challenges. The "controller" would also serve as a backup "striker" by having a wide array of medium strength skills like the current rogue class. For example, the fighter would have a "striker" non-combat role. The class would get a +X bonus directly to Intimidate (Conversation), Athletics (exploration), Perception (Infiltration) and History (knowledge) On the other hand, the rogue would be a noncombat "controller". Rogue could use Bluff, Streetwise, or Stealth to unnerve and distract enemies to provide cover for Infiltration and Conversation challenges. They would also have a lot more class skills and be able to do a decent job of History and Intimidate when the fighter is unavailable. The "defensive" ranger would prevent ambushes, trickery, and starvation with their High passive Perception, Insight, and Nature. And the warlord would grant second chances with their ability to back up the fighter's or rogue's Intimidate with a retry on failure and a powerful Aid Another. [/QUOTE]
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