GMMichael
Guide of Modos
My concern here is that if caster breaks up into offensive/defensive casters, then a party looks lopsided if half of it isn't casters, or that fighter and sneaker also deserve offensive/defensive divisions.-martial combat/frontline tank (fighter/barbarian) takes hits and deals them back out, the usual stuff.
-offensive and controller caster (sorcerer/warlock) consistent magic damage and enemy disabler.
-defensive and support caster (cleric/bard) keeps the party topped up, fighting fit and protected.
But if we reimagine the offensive caster as the Ranged attacker, it could include archers/rangers, and not just casters. Maybe the defensive caster should be the Supporter, then? Or, let's look at aramis's suggestion...
I don't see Knowledge Guy as a dungeon-survival method, but Pathfinder relates to the following Miner. For some reason, explorer-scout seems to fall under the Sneaker umbrella, but I could be wrong.-knowledge skillmonkey, also possibly utility caster (bard/wizard/ranger) opens alternate paths and solutions through being able to provide additional information and context to the party.
-explorer/scout+lockpicking (rogue/ranger) able to get to/open paths to locations that the rest of the party wouldn't manage to and move about without being noticed to gather information on enemies.
What if the Healer is the Supporter? Keeping the party healthy seems like a good dungeon survival role.You're missing the Miner and the healer. Healer is a different role from general caster in most of the fiction I've read. Often not a caster... See also Aragorn in LotR... And in D&D, healers are ALWAYS clerics, not wizards - different low-overlap spell list - if you're doing this for D&D familiar players....
Miners are not always part of a group.... but I've seen three types - Dwarf with Pickaxe and possibly explosives, Wizard with Transmute Rock to Mud, and any kind of character possessing a Horn of Blasting or Portable Hole.
Extra dungeon navigation sounds like a good thing: ropes, hammers, bridges/swings. But the stereotypical dungeon is occupied and dangerous, right? Does a party have the resources to construct things, the time to use picks, or the noise discipline to use demo?