Now that I have about a month behind me on this concept, and about six more character classes under my belt — including revisions — I figured it was probably about time for another look at the Tier System for Roles/Role Efficiency Rating.

Character Role Efficiency (Jul 9, 2013)
Tier System for Roles (Jun 24, 2013)

I’m working up to some big posts on each role — how the various parts tend to manifest in different classes and with different power sources, where there’s room for growth, and where it’s probably a good idea to head off new expansions for a while.

I haven’t quite reached this point yet, I’ve been trying to figure out which parts of the combat system are unaligned with role — I’m pretty sure equipment (weapons vs. implements), attacks, and defenses (armor vs. NADs) are independent of role.

Damage bonus
Accuracy bonus (talent, CA, etc.)
Damage “flavor” (type, ongoing, vulnerable)
Move action (basic, charge, ranged attack)

The biggest change here is folding the “rate of fire” concept into the greater “move action” concept. I’ve been trying to place move action stuff for a while, and I think that basic attacks, charge attacks, and most “move actions” probably belong to the striker role. If you’re going to attack, you have to be able to reach your target.

Also a weird thing is that ranged attacks are probably a striker concept. They help to save the class needing to move as much, and “trade well” in the action economy.

Damage prevention
Opportunity action (riposte, punish, etc.)
Prevention “flavor” (resist, thp, etc.)
Immediate action

Almost no change here, but I did realize the defender’s mark may not be the effect I thought it was. Marking, as a condition, should be a controller effect — which would make defenders who mark hybrid controllers of a sort.

Auras on the other hand, are certainly not a defender effect — making the so-called “Defender Aura” no better than the classic defender’s mark.

Action denial
Area of Effect (blast, burst, zone)
Effect “flavor” (charm, fear, sleep, etc.)
Conditions (push/pull, slow, mark, etc.)

Some reorganization here, but otherwise little change. Currently I’m observing certain types of forced movement as a ‘condition’ — consider whether you can reach your target, ‘position’ as a condition. Conditions can affect a target when it isn’t their turn, and may include walls and zones but I don’t have a lot of experience with them.

Enable action
Pawn (cohort, conjuration, summon, etc.)
Enable “flavor” (heal, buff, move, save)
Minor action (multitasking)

Some reorganization here as well. I think I may have come full-circle on the issue of leader healing. When you observe all creatures on the board as in a state of degenerating health toward a point of inaction, healing enables action in effect by preventing its loss. Good leaders will have multiple types of enabling action.

My analysis of most of the published leader classes tells me they tend to drop the ‘pawn’ element in favor of being a hybrid of some other role — whether it’s a hybrid striker, defender, or controller. Some even seem to “double up” on leader roles.