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Important (non-combat) roles in an adventuring party? Realisticaly speaking.
>>
"stress reliever"
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>>92704057
Like One Piece there, with a "navigator", "cook" and etc
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>>92704057
Appraiser: to evaluate gems, items, etc. May also be able to identify magical/ technological items.
Accountant: not everyone would be numerate in a given setting.
Logistician: the person responsible for bulk purchases (rations, etc.) and checking that the party has appropriate stocks of expendables carried between them.
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>>92704057

Pack mule
Guy who watches over the pack mule while the PCs are in the dungeon
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>>92704057
What system? D&D? Not much. Maybe healing.

But from the systems I've played the most (Star Wars RPG, honestly), there's usually a couple non-combat guys. Like the face who does the talking, the mechanic, could also be a doctor, a pilot, or a merchant.
Outside of D&D you get more variety in what players do besides how they kill monsters.
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Fixer/Sponsor Liaison. The person who talks to whatever The Power is wherever the party is to get the party work.
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>>92704057
Meta-wise, you want a "book-keeper" for all the trash loot the group gets, and managing any subservient NPCs or beasts of burden. In old school games like AD&D, you also need a mapper.

In-character, it's pretty useful to have your classic 'skill monkey' who has skills like schmoozing with NPCs and solving traps/locks without brute-forcing them. You want to be able to get good prices for your salvage, at the very least. Other systems will have a place for crafting/repairing characters, pilots, and the like.
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>>92704057
Depends on the game.
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>>92704465
Holy shit is the a The Horde of Counter Wind reference?!
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>>92704057
navigator / guide / tracker / map-maker
language expert / translator / intepreter
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>>92704057
Cumdump, camp follower, healslut, maid, portable onahole, sword polisher, spear handler, maid, mistress, concubine, bed warmer, and maid.
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>>92704459
Classic

>>92704474
I think its a matter beyond system, its more.about characterization. You don't need to have an especific class to be the "cook" or the "navigator".

You coupd for example be a rogue and work as either of those.
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Driver. Vehicle proficiency is rare, but when the seas get stormy or the roads get treacherous, you want the best of the best transporting your loot and bodies. Especially if the driver knows the lay of the land, they can take shortcuts and avoid unnecessary threats.
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>>92705338
Man, I love maids.
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>>92704057
Non-combat roles I've played for various parties.
>Medic (Several games & systems.)
>Survival Guide/Research Specialist (Fantasycraft, Explorer Class)
>Tech Support/Gear Upkeep/HD Administrator (3.5D&D Cleric, Knowledge & Artifice domains)
>Navigator/Driver (GURPS, AI Navi)
>Equipment Stress-tester (Hackmaster Charlatan w/ a homebrew Halfling).
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>>92704057

Salvagers. Like just go places with like a team of 4 dwarves in tow who will peel literally anything valuable looking off the walls. Decorative molding? They'll chisel that shit off and melt it down. Monster bones? They've got a guy who'll buy it for a decent bit.
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>>92704057
>Guide
>Locksmith/Trap disarmer
>Negotiator who speaks monstrous languages
>Cook (possibly musician for morale)
>As many helping hands as one can afford for moving rubble or debris, potentially being meat shields (avoid this as it will give your band a bad rep)
>washer-women (or lads) for sex in town or non-dangerous wilderness (avoud fucking your partymembers for group cohesion) also they can actually do your laundry too
>animal handlers
>wagon or cart drivers
>healer or medicine-man
>nature shaman who speaks for the land around you
>experienced, "retired" adventurer to give sound advice
>hounds and their handlers for sniffin'
All I can think of. Your "party" might end up being a small gypsy encampment by the end but you'll probably be good for any dungeon or town cult or bandit brigade you come across.
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>mechanic/tinkerer
>translator
>scholar
>merchant
>philosopher
>ambassador
>court official
>fence
>emissary
>slaver
>torturer
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>>92709696
I really like this take
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>>92704057
A doctor is a must, as well as a local navigator, and possibly a translator depending on where you are.
>>92704414
You could fold all three of those into one guy. Remember, keep the traveling party as small as possible, because each individual represents another mouth to feed and another purse to pay.
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A siegemaster, for demolition and breaching, and for organizing local laborers when we need to build towers and bridges.
Swordbearers for all sword guys, and shield bearers for all PCs.
An astronomer.
Horses bro, hounds bro, falconry bro.
A master of communications, for our cryptology, semaphore and pigeon comms.
A cartographer.
An archivist.
A torturer.
A physician, plus a dedicated surgeon.
A head cook, a cupbearer for each PC, and a food taster.
A chaplain of each relevant religion.
A herbalist and gardener. Wherever we set camp, we should start on a herb and vegetable patch just in case we need to stay longer than expected.
A barber.
A herald.
A team of lawyers.
A quartermaster overseeing all the carters, and at least one wheelwright.

A stylish party should be its own horde.
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>>92704057
Depends on the system/setting. One of my homebrew races are illiterate by default, so having a scribe in the party comes in handy.
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>>92705261
A distinctive image containing particular printable characters relating to characters in the book and a filename whose English translation matches your query? Doesn't seem likely.
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>>92704057
None of them are important. Make a combat character or fuck off.
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>>92705338
damn if there weren't so many fake jobs in modernity sucking up people's time and occupation, we'd still have maids.
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>>92713640
Uuugh
What exactly is the point of an astrologer?
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>>92714121
You are silly
The pic posted in OP has all.characters being combatants, but they all also have their own roles in the party apart from combat.

If Sanji wasn't the cook and Nami the navigator, they would be straight up dead.
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>>92714309
I don't care.
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>>92704057
garbage man
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>>92714320
the jannies
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>>92704057
>Important (non-combat) roles in an adventuring party? Realisticaly speaking.

Chef, Musician/Entertainer, Medic, Porter/Pack Mule, Quartermaster (guy who manages supplies & maintenance), maybe an Accountant (somebody to keep track of money, appraise artifacts, and maybe has a basic legal background). Those all feel very important for managing and running the uninteresting aspects of an adventuring party.

Depending on how big your outfit is you might also need some laborers. Like, people you have on-staff to haul, pack, unpack, and do various menial jobs. This always comes off as "unnecessary" to people, but people hire movers for a reason: stacking & packing is unironically a skilled job... Also it's a waste to use a whole Spell Slot to equip the spell "pack and unpack" camp.

>>92714296
>What exactly is the point of an astrologer?

Tell the weather mostly, maybe give personal advice.
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>>92704474
This, having a guy that can fly and repair shit will save your ass.
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>>92709696
>Guide
This was the OG point of the Ranger class however
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Pardon for hijacking the thread, but is there a good system to play One Piece?
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>>92716833
I figure you'd want a superhero system. Those are the only ones that tend to cover the scope from a relatively normal swordsman up towards somebody flying around and shooting lasers but they can't swim.
Mutants and Masterminds and Wild Talents are the games I see suggested most there. I tend to find the latter is a bit easier to parse, though that's just me. If you want something much lighter, I'd suggest Truth and Justice since it's even less crunchy, though that tends to lean more heavily on some of the narrative tropes, so might not be quite as ideal.
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>>92716833
There is a d&d version of One Piece.
Personally I think its very mid, they tried way too hard (or not har enough) into making one pieceness fit into d&d classes.

This one specifically: https://www.reddit.com/r/UnearthedArcana/comments/wohkta/explore_the_one_piece_dungeons_and_devil_fruits/
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>>92704459
pack mule
>is also pegasus
guy who watches pack mule
>has the ability to turn you into a girl
>>92704057
emergency ration
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>>92716833
i'd just try to build it with an universal system. Use marine ranks for stating everything. One individualized magic system for every fruit. Haki as an universal magic system. Haki could be interesting. Blocking/Attacking opponents with stronger haki fatigues you more severely while doing so with those on equal footing does so moderately while fighting weaker ones does nothing at all. Invoking haki on your attacks could make it linger as extra armor. Solving hp bloat. A stronger opponent is only tankier due to haki and if that runs out they're just superhuman or whatever.
Fatiguing completely leads you into some burnout state where you are super vulnerable or something similar.
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>>92704057
>the Healer
Not a combat role even if your healer can fight, but one necessary for the survival of the group.
>the Face
A character to handle social interactions and the like.
>The Tradesman
Someone who can fix broken machinery or damaged equipment like swords, armor, shields.
>The Academic
A character with knowledge of obscure and esoteric lore that could come in handy.
>The investigator
A character who can notice small details and clues or track something or someone down.
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>The Thug
A big scary dude who resolves social encounters using intimidation instead of charisma.
>The hacker
It can be a computer hacker in cyberpunk but doesn't have to be. A character who picks locks, disarms traps, bombs what have you?
>The Survivor
A type of character who can navigate the terrain and track anyone. The guy to have if your in an unfamiliar environment.
>The Therapist
The character you can talk to when you are deeply disturbed by something or unsure. Usually comes uo in COC and similar games.
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>>92704057
This is like the bottom of bottom tier posts, OP
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>>92728366
How so? Being honest a lot of people in the thread seemed to get the question pretty well.

But if you want it to be more precise. I'm buuildng a team of mercs with my players, and we are trying to get which "roles" fit for such group.

Not something like "classes", but actual "jobs" that people should have in the team.
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>>92729690
>How is asking open-ended question without any context at all bad
>Not trolling, I swear!
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>>92729805
Anon, you are just being tsundere.
Several posts on this thread were valid for the question, so clearly a lot of people got it and a lot of people took part on it. If you can't that is just an skill issue.

It's a pretty simple question!
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>>92704065
>>92705338
Do you guys even play non-lewd games?
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>>92735462
They don't play games in general.
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>>92705338
I challenge you to give class features that actually work in games for each one.
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>>92705261
holy shit is that a dark souls reference?!
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>>92704057
Wizard, accountant, appraiser, trapsmith, scout, mapper, negotiator, etc. You name it, an adventuring party can probably use it.

However, these are all roles that should be held IN ADDITION to combat roles, not instead of.
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>>92704057

In a medieval mercenary adventuring party, there are several important non-combat roles essential for the success and functionality of the group. Here are some realistic roles:

Leader/Captain: Responsible for making decisions, strategic planning, and overall command of the group.
Quartermaster: Manages the group's supplies, equipment, and finances. This includes purchasing provisions, maintaining weapons and armor, and managing the budget.
Scout/Pathfinder: Skilled in tracking, navigation, and reconnaissance. They scout ahead to gather information about the terrain, potential threats, and strategic locations.
Medic/Healer: Provides medical assistance to injured members of the party. They may have knowledge of herbs, first aid techniques, and basic surgery to treat wounds and illnesses.
Translator/Diplomat: Proficient in multiple languages and diplomatic negotiations. They facilitate communication with locals, clients, and potential allies, as well as negotiate contracts and agreements.
Tactician/Strategist: Assists the leader in developing battle plans and tactics. They analyze enemy strengths and weaknesses, devise strategies, and adapt plans as needed during missions.
Cook/Chef: Prepares meals for the group, ensuring they are nourishing and satisfying. A good meal can boost morale and provide energy for strenuous activities.
Smith/Armorer: Repairs and maintains weapons and armor for the group. They may also craft custom equipment or modify existing gear to suit individual preferences.
Survivalist/Trapper: Skilled in wilderness survival, hunting, and trapping. They provide food and shelter for the group during outdoor expeditions, as well as knowledge of foraging and identifying edible plants.
Intellectual/Scholar: Possesses knowledge in various fields such as history, geography, and arcane lore. They may decipher ancient texts, solve puzzles, or provide insight into cultural customs and traditions encountered during quests.



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