I'll have to flesh out my definitions, but that's actually what I mean. These are broad categories that include a lot of conceptual space within them.
- Control's 'burn enemy actions' includes trips (costing move action to stand), dazes (cost standard), stuns (skip whole turn), etc.
- The Tank's 'negating attacks' also includes parrying, or (as a fraction of a negation, as I mention) hindering attacks vs allies via penalty (like a 4e mark).
Somewhere between the two, a negated/wasted attack might also come in the form of a mirror-image-style miss chance. (I'm actually debating letting the overlap between the two settle firmly onto Control, and instead add some base functionality like 'hit points' be a Tank quality to measure.)
A 4e-style defender isn't a direct counterpart of my Tank, it's a mix of Tank and Control, intentionally, because these are simple task-goal points, not the entirety of a character. (I've also heard 4e Defenders defined as 'melee control' versus the Controller being 'ranged control', with a lot of power-overlap between the two. Forced movement, attack penalty effects, broad-area damage..) Even a single-classed character in my system would likely have powers tagged as intended for other roles, because of the open form of my system.
My goal here is to define what the baseline expectations for a role's unique qualities, both to make sure the classes I write stay true to those qualities, and to offer a guideline for a player, to be able to say "If you're going to be the party's main Tank, you need to be able to accomplish X, Y, and probably Z, to fight opponents of this level." It's kind of like optimization standards mixed with MMO-style raid ratings. A larger group might manage with characters who spread those goal-numbers around a bit (and thus because their focus is higher, be able to handle higher-level opponents/groups), while a smaller group might concentrate those numbers across the fewer characters (and because their focus is more divided, be aimed at lower-level opponents).
Now, I'm not opposed to breaking away from this set of 4, either, I would just want to establish a defined identity that matches a set of tasks. I crossposted this to MinMax, and a guy there brought up his own division of "dealing damage / buffing / debuffing / summoning / field control" which somewhat matches, but in my response I mention I want to keep my categories power-source agnostic (so that a pure-martial party can exist, as could a pure-martial setting without any major balance alterations) and specifically, I see 'Summoning', whether that is abstracted into minion control by any means (magical summons, engineered constructs, or military leadership) as just an extension of Control (wasting enemy actions on engaging non-primary minions) and Striking (by the extra damage the minions deal). I've got one magical Summoner class (with sub-classes for elementals, demons, undead, etc), and two beast-based classes (the Tamer uses mundane animals, which are captured/trained to obey commands but static-level and killable, while the Hunter is spirit-bonded with a beast that levels with him, with the 'beast spirit' able to transfer to a new creature to upgrade or on death).
For instance, to help explain how I see this breaking down, a single-classed 'wizard' type doesn't exist under Rule of Three's system. It's too complex, that's actually the biggest issue with the conventional 3.5-style system I'm trying to fix. 'Wizard' might be more properly placed in my system as a Background, sort of the key archetype-setting descriptor in my system. The 'Apprentice Conjurer' is probably the most 'book-wizard' of the different types of Arcane backgrounds I've got. They get Alchemist, Evoker (Arcane), Hexer, Shaper, Summoner, Telepath.
- Alchemist - Support, makes mixtures to heal and boost allies.
- Evoker (Arcane) - Striker, using energy-damage effects. Arcane subtype means that while the Evoker can learn any kind of damaging spells, they deal better damage with force type spells versus others (fire, ice, necrotic, radiant, etc).
- Hexer - Control, debilitating curses, various negative non-damage-based effects.
- Shaper - Control, creates walls, obstructive terrain, forced movement, with a material/elemental focus, earthbending/waterbending-like.
- Summoner (etc) - Striker/Control, summons minions to attack and distract enemies. (generic summoner subclass, doesn't elementals, demons, undead, or beasts)
- Telepath - Control/Support, mind-affecting effects, slow/stun/etc, can also boost allies.
When you start out, you pick a background, which gives you some starter skills/powers, and a trait, which is usually some unique mechanical feature for your character. You also select one of your allowed classed from your background. Each class has a starter feat, a core trait or ability of that class. You get one of the starters for those three for free. (You also have an open feat, which can be used on another of those starters, unlocking access to some of that other class's abilities from the start, if you wish.) From there, you get that class at 1st level, and get some class-specific powers (either locked or some choices), plus extra skill points to spend on powers or skills how you wish, allowing you to add focus where you want.
So our Wizard-type, above, takes that Apprentice Conjurer background, which nets her the Spellbook feat. She starts off with Evoker, with an Arcane Blast feat. As she gains XP, she spends it on more Evoker levels, until she buys Evoker level 3 (which costs, let's say, 3,000 XP, after the other 2k she spent on Evo2), and a new Feat. She gets Telekinesis, the starter feat for Shaper, and decides to spend the spare 1,000 XP she has right now on Shaper 1, rather than wait to get Evoker 4 (costing 4k XP). She gains little, since Shaper has the same save chassis and lower HD, so no gain compared to her level 1 Evoker stats, except for Skill Points. There, her gains are high, since skill points don't gestalt the same way as saves, and she can use those extra skill points to buy new spells that work for the added Control function she wants to use. There's probably even some synergy, a way to combine Arcane damage with a Shaper's pushback. Now fast-forward to a couple levels later, she's now 5/3, as compared to her party-mate, a Thug who's now 6 levels in Skirmisher, also a Striker. He deals slightly higher damage, but she has the added abilities of the Control suite.
Am I making any sense with this? I've been working on this post for a few hours, and I realize now I might've rambled..