Tag Archives: Character roles

Character roles appear in 4th edition D&D, disappear in 5th

In original D&D, thieves ranked as the least effective character on the battlefield. However, when the party explored, thieves took the biggest role. Early D&D players spent most of their time exploring, so who cared if thieves only rarely saw a chance to backstab?

In fourth edition, such a trade off would never suffice. The edition was optimized to allow characters to show off stunts and powers in dynamic fights. Designer Rob Heinsoo wrote of the perspective he gained playing a 3E bard and “singing from offstage, reminding everyone not to forget the +1 or +2 bonuses.” Heinsoo resolved to keep all 4E characters onstage. In the Design & Development article PC Roles, he wrote, “When Andy (Collins), James (Wyatt), and I put together the basic structure of 4th Edition, we started with the conviction that we would make sure every character class filled a crucial role in the player character group.”

This goal led to the creation of character class roles.

Wizards Presents Races and ClassesIn Wizards Presents Races and Classes, Rich Baker wrote, “One of the first things we decided to tackle in redesigning D&D’s character classes was identifying appropriate class roles. in other words, every class should have all the tools it needs to fill a specific job in the adventuring party.”

To make sure that all characters could succeed at their roles, the designers created formulas for each role that determined things like damage output, expected armor class, and healing capacity. Then they built the classes to meet these specifications.

Through the life of the edition, these parameters proved a bit off, revealing some roles as more useful than others. Fourth edition showed that only the striker role really mattered, because nothing prevents damage as well as killing monsters quickly, and no condition hampers enemies as well as dead.

Roles succeeded at one thing: They told players what each class did best in combat. By choosing a role, players decided what they would do in a fight—healing, damaging enemies, or protecting allies. Without roles, a 4E novice might wrongly suppose that a warrior would do a lot of damage, and fail to select a nature-loving ranger or a sneaky thief for maximum damage output.

Rob Heinsoo wrote, “4th Edition has mechanics that allow groups that want to function without a Leader, or without a member of the other three roles, to persevere. Adventuring is usually easier if the group includes a Leader, a Defender, a Striker, and a Controller, but none of the four roles is absolutely essential.” For the first time in D&D, an effective party could make do without a cleric or other healer. Also, healers could heal and still use their standard actions to attack, something every D&D player enjoys. Healers in 4E never feel torn between using actions and spells to heal, and using them to smite evil. This counted as a win for the 4E design, and counts as a virtue lost in the fifth edition.

Ironically, while roles sharply defined the tactical job of each class, 4E’s design made the classes interchangeable off the battlefield. The fourth edition Dungeon Master’s Guide encouraged DMs to skip to the good parts of the game by building adventures from a series of combat encounters and skill challenges. Characters’ roles shape their place in combat, but have no effect on skill challenges, or any other part of the game.

Outside of combat, all 4E characters contribute by making skill checks. Your character’s favored skill checks may differ from the next guy’s, but the rules advise dungeon masters to allow a wide variety of skills so every character can help. To guarantee that everyone contributed, the original skill challenge had players rolling initiative and taking turns. That rule soon fell by the wayside, but it shows the designers’ commitment to making all classes play alike off the battlefield. To further level play, most 4E spellcasters lack magic that helps outside of combat, a big change from previous editions.

D&D’s fifth edition dispenses with formulaic roles and with classes designed to measure up to a role’s target numbers. This affects the new game less than it would 4E. In the new edition, combat encounters no longer dominate time spent playing. D&D’s fifth edition bolsters the game’s interaction and exploration pillars to balance with combat. With more time to shine at diplomacy, the bard may not mind a reduced role in combat. With time to lead in exploration, the rogue might not mind retiring as the damage-per-round champion.

The real benefit of roles came from helping players understand what their character would do best in combat. This benefit can come without formal roles. The class descriptions simply need to make each classes’ tactical strengths and weaknesses clear.

Which two D&D roles are too effective?

When designers of fourth edition Dungeons & Dragons devised the roles of controller, defender, striker and leader, they focused attention on granting characters of each role equal time to shine. At this, I think they succeeded.

Despite this success, the game would play better if the game made two roles worse at their job (and made everyone but strikers better at dealing damage).

Too hot: Strikers need to share the damage

When compared to characters in other roles, strikers deal too much damage. Striker-heavy parties perform better in combat, because dead is the best condition to impose on enemies. Sure the fighter can mark, and the wizard can daze, but dead is better, and who needs a healer when dead monsters inflict no damage? In difficult combat challenges such as the Lair Assaults, parties dominated by strikers almost always do best. Former D&D designer Rich Baker acknowledges, “4th Edition is, for better or worse, a striker’s game.

Temple of the Sky God

The 4E designers struggled to enable every class to make a damage-dealing attack on every turn, so no one feels bad about “wasting” a turn buffing, dispelling or—heaven forbid—healing. How ironic that unless you play a striker, your puny damage is hardly worth the arithmetic. I routinely see a single striker deal as much damage in a round as the rest of the party combined.

In ordinary, level-appropriate fights, a party without strikers can still grind out a victory eventually, but who has the time?

Several times a year, I act as a dungeon master at conventions. Typically, conventions strictly limit scheduled game sessions to 4½ hour time slots. As a convention dungeon master, managing time and the game’s pace becomes critical. I strive to bring every adventure to a satisfying conclusion within the time allowed. When I seat a table with a few strikers, I know that I can spare some extra time for that role playing encounter. When the table lacks any strikers, I face the delicate task of rushing the session without making the players feel rushed.

As the 4E designers worked out the game’s math, they should have pushed some of the striker’s damage potential to the other roles. Even with the adjustment, we would never see a party where no one wants to step up and play the striker.

Too cold: Defenders are too sticky

Defenders are too sticky; they make fights static and boring. I could go on, but Liam Gallagher makes this argument very well in “Make D&D Better, Remove Fighters From the Game.”

The fourth edition design tries to make combat fun by making it fast moving and dynamic, but the game undermines this asset by included defender abilities such as Combat Superiority that can stop a move. Defenders play best when they damage creatures that attack vulnerable characters, not when they lock monsters in place.

Just right: Exactly one leader works best

Fourth edition D&D seeks to make parties viable even when they lack a character to fill a role. Traditionally D&D parties required a healer/leader. The 4E design succeeded in making a leader optional, but more than one party leader limits the fun. With more than one leader, the monsters lose the ability to threaten the party, while the party reverts to a five-minute work day. And as I’ve discussed, if the extra leader replaces a striker, combat grinds to a crawl.

In fourth edition D&D, healing surges represent a character’s reserve of vitality. Logically, you might suppose that a character could expend a surge’s vitality to perform feats unrelated to healing. Players would readily trade surges for something like an extra encounter power. After all, how often do you run out of surges? By design, the game rarely, if ever, uses surges as a resource for anything but healing. If characters could spend healing surges willy-nilly, they could easily burn through a day’s allotment in a single fight. Afterwards, they need an extended rest and the five-minute work day returns with a vengeance.

In effect, characters in parties with multiple leaders can spend surges willy-nilly—more healing surges than intended by the 4E design. Monsters cannot deal enough damage to endanger characters with access to such deep reserves, but a single, tough fight ends the party’s five-minute work day.

The game would play better if characters could only spend a limited number of surges in a single encounter.

Controllers shine at objectives

Controllers are the only role that varies widely in effectiveness depending on nature of a battle. In the base 4E encounter consisting of one, roughly-equal strength enemy per PC, controllers stink. The usefulness of the role improves in a few scenarios:

  • Against lots of enemies, a controller’s area attacks can shine. But in 4E, characters only face lots of enemies when most are minions. But in practice, minions rarely last more than a round or two, even against non-controllers with access to powers like cleaves and whirlwind attacks. Even the surviving minions typically lack enough damage potential to matter.
  • Against solos and elites, a controller’s action denial can become decisive, but action denial makes encounters into boring grinds or one-sided romps. As fourth edition matured, the design of new solo and elite monsters has evolved to nullify attacks that deny them actions. Overall, this change benefits the game, but it weakens controllers.
  • When a party battles against overwhelming opposition, but has objectives to accomplish, the controller really shines. In fourth edition, I think the most enjoyable encounters pit the players against creatures they cannot hope to defeat, but which give the characters an objective that ends the encounter. In these battles, the striker’s damage hardly matters and the controller’s ability to hinder and obstruct becomes truly valuable. A party stacked with controllers works well in a goal-oriented challenge like the Temple of the Sky God Lair Assault, and I love playing a controller against overwhelming odds in the D&D championship. Alas, most D&D encounters remain battles to the death—or at least until one side gives up the fight.

Fourth edition’s mature design now locks each role in place with all its advantages and drawbacks. As a dungeon master or adventure designer, you can make the most of game by adding encounters that include more objectives than slaying the opposition. And as a player, if you want time to explore and interact, bring an extra striker.