True to my word, this week’s article is all about the
combat. Specifically, about being a player in combat. When swords swing,
daggers fly, hammers crunch, arrows hit, and axes cleave, D&D becomes a wholly
different game. This is the part where some people thrive, and others simply hope
to survive. Either way, combat certainly plays a huge role in almost every
story and it is the primary source for character experience and gaining treasure.
On the player’s side of things, your role in combat will
depend a great deal on the class of character you are playing. And here’s an
important tip: Know your role! I can’t tell you how many times I've seen
players step outside of their character’s role in combat and wonder why things
aren't working out. Even the most forgiving and accommodating DM will
eventually teach the character that thinks they can “do everything” a lesson.
I’m not trying to say that these roles are set in stone and there is no room
for improvisation or thinking outside of the box, but classes do have
limitations and I believe that they should apply more than 50% of the time.
For clarity, I break down the roles into four types as
follows: Striker (Rogues, some Bards, some Fighters, Monks, and melee Rangers),
Artillery (Some Mages and Clerics, ranged Fighters and ranged Rangers), Support
(Some Clerics, Druid, Some Mages and Bards) and Tanks (Some Fighters,
Barbarians, and Paladins). Despite my best efforts, I’m sure that there are
many opportunities for crossovers and people could cite examples where a Mage
could be a Striker or a Barbarian could be Artillery. Despite this, these are
the roles that feel work the best for their classes and are the most productive
in game.
Let’s take a closer look at each one:
Striker- These
characters move in quickly and quietly, do a fair amount of damage, and then
slip out. They attack the enemy at odd and unexpected angles and keep them off
balance. Sometimes they also work as distractions, keeping the foes focusing on
them while the real damage gets done elsewhere. The weakness of the Striker
comes into play when they get stuck or surrounded and can’t use their mobility
and stealth to their advantage.
Artillery-
These characters hit hard and can do more damage than any other group in the
game. They stay out of the heart of battle and prefer to overlook everything.
This gives them a unique perspective to see the fighting as whole and they can
usually predict when things are shifting for better or for worse. Their
weakness lies in the age old saying “you can give it but you can’t take it”.
The typical Artillery character trades off defence for offence and can be taken
out of the fight with a few good hits.
Support- These
characters help other characters or harm the foes in non-damaging ways. They
can heal, they can add extra hit points, they can buff (improve stats), they
can add protection, and they can do all of these things in opposite to enemies.
Most people don’t grasp the usefulness of a +1/-1 until I mention that +1/-1 to
a D20 is a 5% increase/decrease. The weakness of a Support character is their
lack of offence. Don’t look to these folks when the big damage numbers need to
be posted.
Tanks- These
characters are probably the most misunderstood. Their role is to take damage (not
deal it out). They exist to hold the line, take the big hits that other
characters can’t, and make the ultimate sacrifice for the party if need be. If
your tanks aren't the first to go into negative hit points during a battle,
then something is not being done right. Their weakness lies in their lack of versatility.
These characters don’t have many tricks up their sleeves and if battles go long
they can become burnt out.
It is important for characters to realize that how they
conduct themselves outside of combat can be very different from how they need
to operate inside. Here are two examples:
1) A dramatic, flamboyant Bard can be the life of the
party (pun intended) at almost every roleplaying opportunity but in combat that
Bard will not last very long standing toe to toe against a clan of Orcs.
Instead, use him/her as a subdued Striker to confuse and distract the enemy while
the Artillery goes to work.
2) A Paladin in full-plate armor wielding a large
shield may be very conservative in roleplaying situations; however, in combat,
he/she can be the central figure of the group and should not be running around as a
Striker. Not only is it terribly loud (all that clanking and scraping) but it
is inefficient. Instead, make him/her the Tank that anchors the battle and holds
the ground for the others.
While it is my personal belief that all plans can go out
the window in the blink of an eye, strategy and leadership can make the
difference between winning the battle cleanly, or winning the battle with the
loss of a character. Part of working as a team in combat is knowing everyone’s
strengths and weaknesses and that means everyone knowing their roles. This also
cuts down on a lot of the confusion in combat and was the one part of 4th
Edition that I thought the designers got right. Combat is sometimes too
confusing when everyone is running around without a clear purpose. It can be
stressful keeping track of everything for the DM and it can be hard on PCs when
battles don’t go their way. I also think this is the main reason why some
players dislike combat. They have a hard time understanding the chaos and can’t
picture what is happening as clearly as they can roleplaying. The answer, I
think, is for the PCs to have an idea of what they need to accomplish going
into a battle and for the DMs to be on top of things when it comes to description,
explanation, and combat pacing.
(Speaking of combat for the DMs, I will cover that in
next week’s article. Cheers!)