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What jobs does a party need fulfilled?
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<blockquote data-quote="Shiroiken" data-source="post: 7993709" data-attributes="member: 6775477"><p>One of the fairly nice things about 5E is that a lot of roles don't require a specialist to pull off (although they make it a LOT easier). IME most characters serve as a specialist for a role, and a non-specialist for another role.</p><p></p><p>I generally break things down into roles similar to 4E: striker, support and tank for combat then face, scout, tracker, and trapfinder for non-combat.</p><p></p><p><u>Combat</u></p><p>Striker - dealing damage is probably the most important combat role, but fortunately in 5E almost every character can provide a decent amount (a lot of bards generally suck at this though). Rogues and warlocks make the best specialists, since there damage each round is unlimited. Paladins and spellcasters can be good at this... so long as those spell slots hold out.</p><p></p><p>Support - buffs/debuffs, healing, and area control are all pretty useful, but except for healing it's easy to get by without it. Even without healing, it's possible to get by, but it requires a change in tactics, since you'll need to rest more often. Bards, Clerics, and Wizards usually specialize in this role, but most spellcasters can provide some support.</p><p></p><p>Tank - holding the front line isn't necessary, but very useful. A party can do without by using all ranged attacks and strong movement. Anyone with high AC can do this, but barbarians, fighters, and paladins tend to be specialists at this.</p><p></p><p><u>Non-Combat</u></p><p>Face - social interaction can be vital for some adventures, but it doesn't really require someone to specialize in it. Someone with a high Cha, even without proficiency, can usually fill this roll. Since there are 3 primary and 1 half caster that use Cha, very few groups will lack someone who can at least fill this role, if not specialize in it.</p><p></p><p>Scout - looking ahead for danger is great to avoid surprise, but this is also an extremely dangerous role. Due to the high variance of the d20, even a specialist can be caught, and being away from the party can mean certain doom. Because of this, few characters choose to fill this role, save for Rogues and Rangers.</p><p></p><p>Tracker - surviving in the wilderness is very campaign dependent. You don't need one even when in wilderness, but it's amazingly useful when you do. Rangers are the obvious specialists for this, but Druids often specialize as well.</p><p></p><p>Trapfinder - this is the only role that actually requires a proficiency, making it unusual in 5E. Characters with high Perception (or Investigation depending on DM) might find traps, but only someone proficient can disarm the trap safely. Fortunately, this is no long a rogue only ability, so any character can get proficiency based on background.</p></blockquote><p></p>
[QUOTE="Shiroiken, post: 7993709, member: 6775477"] One of the fairly nice things about 5E is that a lot of roles don't require a specialist to pull off (although they make it a LOT easier). IME most characters serve as a specialist for a role, and a non-specialist for another role. I generally break things down into roles similar to 4E: striker, support and tank for combat then face, scout, tracker, and trapfinder for non-combat. [U]Combat[/U] Striker - dealing damage is probably the most important combat role, but fortunately in 5E almost every character can provide a decent amount (a lot of bards generally suck at this though). Rogues and warlocks make the best specialists, since there damage each round is unlimited. Paladins and spellcasters can be good at this... so long as those spell slots hold out. Support - buffs/debuffs, healing, and area control are all pretty useful, but except for healing it's easy to get by without it. Even without healing, it's possible to get by, but it requires a change in tactics, since you'll need to rest more often. Bards, Clerics, and Wizards usually specialize in this role, but most spellcasters can provide some support. Tank - holding the front line isn't necessary, but very useful. A party can do without by using all ranged attacks and strong movement. Anyone with high AC can do this, but barbarians, fighters, and paladins tend to be specialists at this. [U]Non-Combat[/U] Face - social interaction can be vital for some adventures, but it doesn't really require someone to specialize in it. Someone with a high Cha, even without proficiency, can usually fill this roll. Since there are 3 primary and 1 half caster that use Cha, very few groups will lack someone who can at least fill this role, if not specialize in it. Scout - looking ahead for danger is great to avoid surprise, but this is also an extremely dangerous role. Due to the high variance of the d20, even a specialist can be caught, and being away from the party can mean certain doom. Because of this, few characters choose to fill this role, save for Rogues and Rangers. Tracker - surviving in the wilderness is very campaign dependent. You don't need one even when in wilderness, but it's amazingly useful when you do. Rangers are the obvious specialists for this, but Druids often specialize as well. Trapfinder - this is the only role that actually requires a proficiency, making it unusual in 5E. Characters with high Perception (or Investigation depending on DM) might find traps, but only someone proficient can disarm the trap safely. Fortunately, this is no long a rogue only ability, so any character can get proficiency based on background. [/QUOTE]
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