One of the new features of the 4E rules was the implementation of formal roles. All Dungeons & Dragons classes now fit into one of four roles: controller, defender, leader, or striker. In brief, for those few readers who may not be familiar with these terms, a controller uses area of effect abilities to manipulate enemy status and deal damage; a defender charges into the middle of the enemy to draw their attacks and absorb damage; the leader buffs his allies; and the striker deals massive amounts of damage to individual targets. Critics of 4E have decried this inclusion of roles as the de-evolution of tabletop RPGs, while proponents observe that the mechanic provides the benefit of distilling the function of a class into an easily assimilated concept for new and casual players.
Whether you love or hate roles, they are now a part of D&D, and that means players and DMs have to understand their impact upon the game. One impact that DMs might not consider until it rears its ugly head is how roles set expectations for how a character will be played. This expectation can cause friction in a group when one or more players don’t adhere to the role their class falls under.
Two common conditions that result in a player not playing their character according to the role its class belongs to are that it conflicts with the concept a player has for their character and that it conflicts with a player’s playstyle. A role can conflict with a player’s concept, or vision, of their PC for a number of reasons. Perhaps they were inspired by a character from a book or a movie, and chose a class that best represents the abilities of the character, but the character used them in a way that doesn’t fit with the 4E role for the class. If the player is transitioning from a previous edition of Dungeons & Dragons, it’s likely they are not accustomed to the focused nature of role-based classes.
Sometimes players choose classes with roles that conflict with their natural playstyles. A player may choose a leader class because of the cool class features or powers, but their natural tendencies are to single out a target and attack it until it falls, which is the definition of a striker. This behavior can frustrate the other players when they’re expecting to be healed or buffed while the player spends extra rounds trying to take down an opponent with attacks that deal average or subpar damage.
It is important the DM deals directly with this conflict instead of hoping it will go away as the group learns their characters. The first step is to understand why the player made the choice in class, and why they are playing it as they are. There isn’t an easy way to do this other just coming out and asking them.
The next step is to be sure everyone is clear on roles. You don’t want to tell players how to play their characters, but roles are a fundamental element of 4E design, and attempting to ignore role when playing a character will lead to a frustrating experience on both sides of the screen.
When the players are clear on roles, and you understand what the player wants out of their character, take some time to look through the classes and identify ones that fit more closely to the player’s concept and their playstyle. If they want a fighter who deals a lot of damage, suggest a barbarian or a ranger. Players from previous editions may stumble over the names, so you will need to help them divorce the concept of class from archetype. Or, in other words, a Ranger (class) is not necessarily the ranger (archetype), a guy running around the woods while talking to animals and killing orcs.
If, after all this, the player still doesn’t stick to his character’s role, try to manage the expectations of the other players. As long as the player is making a positive contribution, they should be allowed to play their character how they want.





I honestly have found it very hard to play “out of role” so to speak. The powers for each class contribute to their role. As long as the Fighter doesn’t forget to mark, just being beside enemies is rather impeding thanks to his powers. As long as the Cleric doesn’t refuse to heal, I don’t see how he could forsake his leaderly role, since his powers striking an enemy would confer allies nearby the bonuses they need.
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True, the powers do naturally lend themselves to the role’s function. However, a player could favor (or ignore) a power because of its flavor rather than its effectiveness in executing the role. They could also chose tactics that hamper the effectiveness of a power because their playstyle clashes with the PC’s role.
I agree with you. Divorcing class from concept is critical. I recall an argument on EnWorld that raged for a couple days where one poster was having a problem with the fighter not having ranged powers. He wanted to play a Fighter who was an archer. A number of posters kept telling him “you can, that would be a ranger, which isn’t the same thing as Ranger. It’s just a ranged warrior.” Class has always been a stretchable concept. I had a player in 3e that had a big problem with doing anything with a class that wasn’t described in its description. He had a big problem with, and argued a lot with, another player who used the barbarian class to represent his high born, educated fighter’s wild fighting style. Rage wasn’t anger, it was directed purpose.
I don’t know where some people got class so married to concept, really. Was it 2e maybe, with its wide range of kits? Back in the day we had 3 classes (and had to travel uphill both ways, in the snow, just to play) and we liked it! You HAD to use the class a bit loosely to have room to make interesting characters.
In general, I really think roles help with this problem a bit. It gives you another layer to approach character creation and find a combination of mechanics that works for your concept.
I recently ran a game for 4E virgins, and it’s amazing how quickly the players adapted to their roles without too much cajoling. The rogue was all to happy to scope out those combat advantage moments, and the paladin immediately took to buffing the other party members.
It was the fighter who resisted his game-given role, running and hiding when the combat became too close for comfort. After the other party members started falling, even he surrendered to his lot in life, standing up front and taking the punishment.
Actually, Thas, the concept of class as archetype is firmly grounded in the design of previous D&D editions dating all the way back to OD&D. It was only until 4E that the separation of the 2 became necessary because of the formal implementation of roles.
That happened in my game almost right off the bat. I had a player who likes to play the leader type, so he went Warlord. And nearly got killed every single fight. He was still buffing his allies, so he was a leader – but he was also running into the middle of the battle and standing there motionless until he dropped.
Turns out he loves tanking, he just wants to be able to negotiate. Now he plays a Fighter with the Diplomacy skill and everything is fine. It’s not just powers that define a role – it’s basic things like HP and attack bonuses. He was healing and buffing, but he was only ever conscious for one or two rounds in a row, so even though he was using his leader powers as much as anyone could want, he wasn’t really filling his role.
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