This handbook is designed to allow easy assumption of roles using a maximum of 3 character options. Perhaps no one in the party wants to be of a particular role. Or you wish to optimize for utility given that your optimization skills tend to be higher than the rest of the group - and optimizing for a pure role gets you into trouble. Finally, maybe you're a member of the role, but your specific class is missing a big thing the role is known for and you want to make up for it somehow.This handbook in general is also intended to be used with my theme guide - you want to assume a Defender role? Well, do this, this, and that, and then pick a theme from the guide. The roles are:
Defender: Either provide immediate action attacks that resemble marks in behavior or they have adjacent range attacks that apply status effects that complicate the monster's next turn.
Striker: Do extra damage or do consistently more damage
Leader: Enable, buff, or heal without using up your immediate actions
Controller: Apply control effects from a distance
I used the standard Gold/Sky Blue/Dark Blue/Black/Purple/Red color scheme.
In general, most choices here represent ones that were Gold/Sky Blue/Dark Blue in their own handbooks. So even if I rate a particular element poorly, the fact I'm mentioning it means it is likely still fantastic to a degree. The faster it gets practical, the higher rated it will be - an option that primarily kicks in at 16th will be rated lower than one that kicks in at 11th - simply because in most games, it is more likely to get played.
Also consider themes in the appropriate role from the Variation on Themes Handbook
Finally, I want to emphasize - that a role can be assumed this way isn't generally going to lead to top-tier status in the role. At best, it will be limited, possibly with some spectacular, table eye-popping, yet limited results. This could change if your character is actually already a member of the role.
Defender: Either provide immediate action attacks that resemble marks in behavior or they have adjacent range attacks that apply status effects that complicate the monster's next turn.
Striker: Do extra damage or do consistently more damage
Leader: Enable, buff, or heal without using up your immediate actions
Controller: Apply control effects from a distance
I used the standard Gold/Sky Blue/Dark Blue/Black/Purple/Red color scheme.
In general, most choices here represent ones that were Gold/Sky Blue/Dark Blue in their own handbooks. So even if I rate a particular element poorly, the fact I'm mentioning it means it is likely still fantastic to a degree. The faster it gets practical, the higher rated it will be - an option that primarily kicks in at 16th will be rated lower than one that kicks in at 11th - simply because in most games, it is more likely to get played.
Also consider themes in the appropriate role from the Variation on Themes Handbook
Finally, I want to emphasize - that a role can be assumed this way isn't generally going to lead to top-tier status in the role. At best, it will be limited, possibly with some spectacular, table eye-popping, yet limited results. This could change if your character is actually already a member of the role.
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