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Gaming Discussion => D&D 3.5 and Pathfinder => Min/Max 3.x => Topic started by: Dictum Mortuum on July 22, 2013, 04:10:56 AM

Title: [CO Discussion] Tank Archetype
Post by: Dictum Mortuum on July 22, 2013, 04:10:56 AM
There are many things people say when discussing optimized builds (generally, not necessarily about D&D); however, the thing that bugs me the most is calling their build a "tank".

Most people, when saying that they're a 'tank', they mean that they have lots of defenses, with a focus on hit points and armor class; this is what I call a passive tank and assuming that the enemies have half a brain (or the DM doesn't make intelligent enemies stupid on purpose), they are actually bad for their team, because the monsters will just go and eliminate his allies, ignoring the passive tank.

An obvious improvement to the passive tank is having abilities that enable him to get enemies to attack him; abilities such as 'Goad', the tripping maneuver, 'Standstill', or abilities that enhance your attacks of opportunity by giving the additional provocation conditions, are all ways to transform the passive tank to an active tank.  However, while active tanks are not a liability to your team per se, they are many situations that they are simply not optimal.

My position is this: there's no 'tank' archetype, just because, all members of the party must do everything in their power in order to improve their defenses, i.e. be 'tanks'. This is the reason why constitution is so important and some people despise races that lose con, such as most elves. Having a single party member with awesome AC & hit points, doesn't mean that all other members are covered.

P.S. Even though this isn't true for most builds (e.g. Crusaders are the most notable out-of-can exception), 'tanks' do not focus on damage output. Which is also a thing that bugs me even further - their namesakes usually feature high-caliber main guns, turrets and machine guns.

Discuss!
Title: Re: [CO Discussion] Tank Archetype
Post by: CaptRory on July 22, 2013, 05:35:48 AM
You do have a strong point. Any role whose main focus is being the one the enemy picks out of the crowd to smack, needs to have a way of making themselves threatening. It should be someone that you are afraid to turn your back on. Any kind of melee character immediately starts in a hole in this regard, because anyone that can use magic immediately jumps to the top of the list.

In computer games this is dealt with by using Taunt skills and such. In a pen and paper game you need to be too dangerous, or at least too annoying, to ignore.

In Pathfinder, its easy to use a background trait to take something like Use Magic Device as a class skill. Suddenly Sir Tanksalot is a lot more dangerous with his wands and things. Even if you restrict him to level one magic because the wands are cheap and easy to use, he can be really annoying!

Any kind of tank character needs to have serious teeth to draw attention. Or at least a really good gimmick or two. Like, if he can make himself look like the party mage he immediately jumps to the top of the list. All it'd take is a really big wizard's robe and a pointy hat. You can throw that on over leather armor at low levels and actually get shape changing armor at high levels.

In the BESM2e game I play in, my character is the party's glass cannon. The bad guys get pretty annoyed at my magical girl blasting the everloving carp out of them and shooting them with arrows. They don't care about the party tank at that point. That's why I have fairly robust defensive skills and strategies. When they can't get a good hit on my character they usually go back to attacking the more fighter-like ones that they've been whittling down.

So yeah, defense is everyone's job. And everyone can help the party tank be a viable target. Help him out. Set him up. Create circumstances where the bad guys need to go through him to get to the others. But tanks need to do the heavy lifting. If you want to be the tank, you need to be scarier than everyone else!
Title: Re: [CO Discussion] Tank Archetype
Post by: PsyBomb on July 22, 2013, 07:45:45 AM
The role of "tank" needs to be slightly redefined, I think. It is any character who meets two basic goals, and the role can shift from fight to fight,

1) The character's primary purpose is to cause their enemy to use their actions in a suboptimal manner, whether due to targeting the wrong player or by hindering effects
2) Is capable of surviving several turns unsupported or only lightly supported, in order to give their allies time to act uninhibited.

While most people think of this as the BSF with three inches of steel between him and the world, it could be the evasive Monk using Stunning Fist and combat maneuvers. It could be your Wizard stuck on counterspell duty against a single BBEG caster, attracting his attention while causing him to lose his primary means of output. It could be an armored-up Cleric in the middle of an Undead horde using Channel Energy every turn. Those of you who have played WoW for a while may remember the King Maulgar fight, where out of five enemies three were "tanked" by casters and their healer blitzed without a tank.

A character directly created as a "tank", as you said, needs ways to inhibit enemies. Many think that just standing between the enemy and their squishies does it, but this is not so for very many things with an Int over 3. Your goal is to ruin the action economy of as many enemies as possible.

Title: Re: [CO Discussion] Tank Archetype
Post by: brujon on July 22, 2013, 08:52:51 AM
There are situations and situations, and as such, the Tank archetype is not a "catch all" archetype, like the GOD Wizard or CoDzillas. In fact, most of the characters that are going to fulfill this role are between tiers 3 and 5, and as such, cannot compete effectively with characters that have more options available to them -  I.E tiers 1 and 2.

What is the purpose of a dedicated party tank, when the Wizard, Cleric and Druid can just summon one? Where the Psion can make a Lol Astral Construct? Or when all of them can freely switch between roles with Polymorph/Shapechange/Wildshape/Divine Power? IF the party already has reached the level in which these options become available to the T1/T2 classes, the Tank archetype loses it's usefulness.

The problem is, the Tank archetype is too feat intensive. At the very least, it requires Combat Reflexes, Improved Trip and Stand Still, and in fact, only reaches it's maximum effectiveness once you have acquired Robillar's Gambit, Karmic Strike, Defensive Sweep, etc... All of which are feats you'll only get far past the point in which T1 and T2 classes can do what you do - but better.

In a game where you have properly optimized T1 and T2 classes, a Tank is not required. That's not to say it's not useful. Even though the T1 and T2 classes can summon or become tanks themselves, they will not have all the range of options a PC that's playing a dedicated Tank has, nor will they have the specialized equipment to bolster that ability. But, then again, it's not like they NEED to, since they can pop up a Black Tentacles or Solid Fog spell and have instant BFC that's better than whatever a Tank has to offer.

And that's why the Tank archetype fails in D&D.

At early levels, you don't have the feats, items or number of attacks to be actually good in what you plan to do, and in later levels, you have the feats, but the Wizard/Cleric/Druid/Psion/Sorcerer/Artificer already has come past the point where most of his spells obviate the need for a dedicated Tank.

Now, in a game where you DON'T have T1 and T2 classes, then the Tank becomes relevant. In that specific situation, the Tank is fulfilling a role - that of BFC and Controller. And the other party members can focus on different roles, like damage dealing, buffing and utility, to round out the party, and defeat the encounters.

In fact, the same reasoning can be used for a number of other archetypes, like the Rogue TWF glass cannon, Ubercharger, etc...


tl;dr
In short, they are ALL very good builds, very good archetypes, that come very close to making a character a Tier 3. But because of the nature of the game, they cannot compete effectively with a T1/T2 character, because early on they don't have the tools, and later on, they are obviated by the T1/T2 classes. The role of BFC/Controller, which is what the Tank basically does, is a VERY important one, but it is traditionally fulfilled, in D&D, by Spells, Summons, Animal Companions or Polymorphed Casters - And they have such a massive support to do that, really nothing a PC can do can ever bring them close to the same effectiveness.
Title: Re: [CO Discussion] Tank Archetype
Post by: Demelain on July 22, 2013, 09:28:59 AM
As has been mentioned, "Tanking" in D&D does not work the way it traditionally works in game. Aggro mechanics are few (Goad and Knight's Challenge come to mind), and limited in use (mind-affecting/language dependent).
The only effective way I've found to tank in D&D is to construct a character so that if the enemy does anything but target you, his actions are ineffective or heavily mitigated. One of my favorites for this purpose was an Ardent healer. PSV leads to me soaking damage, damage my allies take is fixed with empathic transfer, my damage-taken is fixed with empathic transfer (hostile), damaging spells/powers become ineffective in the face of Damp Power, etc. It's one example of an indirect method of tanking, but one which has frustrated my DM repeatedly.

Tanking, in the sense that you absorb most damage and force foes to have their effectiveness significantly reduced if they don't target you, is possible. But the MMO idea* of "I hit taunt and stand there" is pretty well impossible.

(click to show/hide)

A tank should have ways to debuff, limit, and/or mitigate the enemy. The Crusader, I think, is the closest you'll get to a class that has that ability and, visually and stylistically, fits the idea.
Title: Re: [CO Discussion] Tank Archetype
Post by: Kasz on July 22, 2013, 10:14:54 AM
Crusaders and Knights are always suggested...

Knights because they have an agro mechanic and if someone asks for a "tank" they probably want an agro mechanic.

Crusaders have manoeuvres so they can move around and use their standard actions effectively, and some manoeuvres help "tanking" by interrupting, or intercepting... or just doing lots of damage and convincing the enemy you're a threat... as well as being able to heal.

I like Fear-Tanks, those who prevent damage by scaring everyone away with their Zhentarim Warrior levels.

Tanks don't really lend themselves to DND much though... the first Spellthief that teleports around the Knight and backstabs the wizard for tons of damage and kills him will have the Knight crying "but he should attack me, I'm the tank!" and sometimes the argument "He's smarter than that, he's eliminating the top threat first in his eyes." doesn't calm them down.
Title: Re: [CO Discussion] Tank Archetype
Post by: awaken_D_M_golem on July 22, 2013, 05:15:29 PM
In MMA, the Gracie school wants their wrestlers to
"close the gap" and then not let the dude get away. 

Of course this isn't d&d tanking,
but if you can't make the monsters attack you,
you have to go get them yourself. 

Even better if they then can't get away,
because of better grapple and better speed.
Mobility, Charge, Grapple.
Title: Re: [CO Discussion] Tank Archetype
Post by: Iainuki on July 22, 2013, 09:54:47 PM
The tank role in MMORPGs depends on enemies being run by relatively short, simple bits of computer code that players can outsmart.  In the first MMORPGs, tanking was less explicit and more a matter of people figuring out methods to manipulate the scripts.  Modern MMORPGs build in ways for players to manipulate them like aggro mechanics.

That kind of tanking has no relevance to tabletop, where the enemies are run by another person.  The only way to simulate this in a tabletop game is with the equivalent of a weak SoD that, rather than preventing all enemy actions, limits their actions to attacking a single target.  This is generally unsatisfying, partly because who wants to use that SoD every combat?   In D&D, there's also the fact that an aggro-like SoD is competing with all the other SoDs, many of which are better.  The other way you might make a tank in tabletop is to give them an ability such that, if enemies don't attack them, the tank's offense increases to the point where they're more dangerous than the characters they're protecting.  This is a high bar to clear, because if the putative tank and the party's glass cannon are equally dangerous, it still makes more sense to attack the glass cannon because they'll go down faster.   The tank has to be more dangerous than the glass cannon to make it work.  In practice, no class or build in D&D has ever cleared this bar, mainly because SoDs are a better form of offense than dealing damage and there aren't any abilities that make SoDs more powerful if enemies don't attack the SoD caster.

I should note that strategies revolving around Improved Trip, Stand Still, and other similar abilities have more in common with battlefield control spells like grease and Evard's black tentacles than they do with strict tanking abilities.   They can be used for tanking but are much broader, and their best use is to avoid taking hits at all.
Title: Re: [CO Discussion] Tank Archetype
Post by: Jackinthegreen on July 22, 2013, 10:02:22 PM
As I recall there is at least one feat that gives the character some boost when an opponent doesn't attack, but for the life of me I can't remember exactly what it was.  I think the part was that if the character has been adjacent to the enemy for 1 round without being attacked, on the second round of not getting attacked the character gets an AoO or something.

Along the tanking notes, the Mindless Rage (http://dndtools.eu/spells/complete-adventurer--54/mindless-rage--394/) spell is perhaps one of the more effective ways of getting aggro, but it definitely has its shortcoming.
Title: Re: [CO Discussion] Tank Archetype
Post by: Rebel7284 on July 22, 2013, 10:39:42 PM
As I recall there is at least one feat that gives the character some boost when an opponent doesn't attack, but for the life of me I can't remember exactly what it was.  I think the part was that if the character has been adjacent to the enemy for 1 round without being attacked, on the second round of not getting attacked the character gets an AoO or something.

Along the tanking notes, the Mindless Rage (http://dndtools.eu/spells/complete-adventurer--54/mindless-rage--394/) spell is perhaps one of the more effective ways of getting aggro, but it definitely has its shortcoming.

http://dndtools.eu/feats/players-handbook-ii--80/defensive-sweep--557/ ?
Title: Re: [CO Discussion] Tank Archetype
Post by: Endarire on July 22, 2013, 11:09:26 PM
What about the Devoted Spirit1 stance Iron Guard's Glare?

Also, a Crusader tank who uses terrain well can tank.  I played one such guy (with lots of houserules and at level 1), but Martial Spirit + Crusader's Strike + abilities which boosted the amount of HP healed per hit to notable levels = a guy who simply would. not. drop.
Title: Re: [CO Discussion] Tank Archetype
Post by: SorO_Lost on July 22, 2013, 11:38:01 PM
Problem with Tanking, that is real tanking and not playing a Wizard with Greater Mirror Image prepped, is it requires unselfish build choices.

No one wants to play a role that doesn't shine with awesome moments of glory several times per table top session.
Title: Re: [CO Discussion] Tank Archetype
Post by: Gazzien on July 23, 2013, 12:50:17 AM
Problem with Tanking, that is real tanking and not playing a Wizard with Greater Mirror Image prepped, is it requires unselfish build choices.

No one wants to play a role that doesn't shine with awesome moments of glory several times per table top session.
I, honestly, don't care about glory >w<"

I just like seeing the party end up squishing stuff. So I end up as a tank, or buffer most of the time. I don't mind though. (Which I suppose puts me in the minority, according to Soro?)
Title: Re: [CO Discussion] Tank Archetype
Post by: Jackinthegreen on July 23, 2013, 12:51:41 AM
As I recall there is at least one feat that gives the character some boost when an opponent doesn't attack, but for the life of me I can't remember exactly what it was.  I think the part was that if the character has been adjacent to the enemy for 1 round without being attacked, on the second round of not getting attacked the character gets an AoO or something.

Along the tanking notes, the Mindless Rage (http://dndtools.eu/spells/complete-adventurer--54/mindless-rage--394/) spell is perhaps one of the more effective ways of getting aggro, but it definitely has its shortcoming.

http://dndtools.eu/feats/players-handbook-ii--80/defensive-sweep--557/ ?

BAB +15?  What the hell were they smoking?  +6 or +9 at absolute most would make it okay.

And based on how often healbots (or buffers/debuffers, controllers, etc) do end up getting used, I'd say there are some people who aren't bothered when they don't have "awesome moments of glory" since they're enabling the whole party to be awesome (or at least suck less, as that's what happened the last time I played a cleric).  Bards come to mind for that.
Title: Re: [CO Discussion] Tank Archetype
Post by: Dictum Mortuum on July 23, 2013, 02:48:23 AM
Problem with Tanking, that is real tanking and not playing a Wizard with Greater Mirror Image prepped, is it requires unselfish build choices.

No one wants to play a role that doesn't shine with awesome moments of glory several times per table top session.

Indeed, you've got a point here. When people say that they want to 'tank', wizard isn't the class that comes to their mind - they're mostly thinking an ironclad paladin/fighter/whatever martial class.

I don't know if the 'moments of glory' thing isn't true for tanks though - I remember a line of feats in Drow of the Underdark that enabled you to protect a teammate from an attack as an immediate action -  sacrificing yourself for a party member would be quite the dramatic scene. Too bad that feat is so trashy :p
Title: Re: [CO Discussion] Tank Archetype
Post by: PsyBomb on July 23, 2013, 07:43:20 AM
Quote
And based on how often healbots (or buffers/debuffers, controllers, etc) do end up getting used, I'd say there are some people who aren't bothered when they don't have "awesome moments of glory" since they're enabling the whole party to be awesome (or at least suck less, as that's what happened the last time I played a cleric).  Bards come to mind for that.

The people who use them often are the ones who know that a "moment of glory" isn't always going to involve crushing an enemy. Possibly the most impressive one I ever saw came from a Cloistered Cleric (not for CO either, just for flavor) of Pelor. It came after the party was done taking out a CR+3 encounter, and realized that they didn't need to rest because of how effective said healer/buffer was at keeping them going.
Title: Re: [CO Discussion] Tank Archetype
Post by: SorO_Lost on July 23, 2013, 09:49:03 AM
I remember a line of feats in Drow of the Underdark that enabled you to protect a teammate from an attack as an immediate action -  sacrificing yourself for a party member would be quite the dramatic scene. Too bad that feat is so trashy :p
No kidding, two Feats, -2 AC, and you have to remain within 10ft of them just so *you* take someone else's damage?

Pfft, f that. I needz Power Attack & Shock Trooper.
Title: Re: [CO Discussion] Tank Archetype
Post by: Prime32 on July 23, 2013, 11:40:07 AM
Relevant. (http://dndtools.eu/classes/devoted-defender/) Well, for the first three levels anyway.
EDIT: Note that Deflect Attack was errata'd to be an opposed attack roll.
Title: Re: [CO Discussion] Tank Archetype
Post by: awaken_D_M_golem on July 23, 2013, 06:03:55 PM
Wondering about Diplo/Charm tricks
that don't go the full way to diplomancy
and instead are used to make the bbeg
attack only you.
Title: Re: [CO Discussion] Tank Archetype
Post by: CaptRory on July 23, 2013, 07:14:23 PM
Can you use a diplomacy check to piss someone off? Intentionally?
Title: Re: [CO Discussion] Tank Archetype
Post by: Endarire on July 23, 2013, 07:38:55 PM
Player's Handbook 177, under "Voluntarily Giving up a Saving Throw" says you can voluntarily not try to save.  Maybe this applies to skills.
Title: Re: [CO Discussion] Tank Archetype
Post by: CaptRory on July 23, 2013, 08:30:50 PM
I dunno this seems like a deliberate use of the skill for the opposite of what its usually used for. But it still seems like it should be something you could roll for.
Title: Re: [CO Discussion] Tank Archetype
Post by: Gazzien on July 23, 2013, 08:47:22 PM
I dunno this seems like a deliberate use of the skill for the opposite of what its usually used for. But it still seems like it should be something you could roll for.
Well, I'd think of it as changing their attitude... you're just making it worse instead of better?
Title: Re: [CO Discussion] Tank Archetype
Post by: Demelain on July 23, 2013, 09:36:51 PM
I mean, you can deliberately stack all the penalties you can find, if nothing else. The d20 roll is the only part that you can't control.
Making a rushed check alone is usually enough for you to fail spectacularly (a good thing, here) if you weren't trying to be a diplomancer.
Title: Re: [CO Discussion] Tank Archetype
Post by: CaptRory on July 23, 2013, 09:51:19 PM
I dunno this seems like a deliberate use of the skill for the opposite of what its usually used for. But it still seems like it should be something you could roll for.
Well, I'd think of it as changing their attitude... you're just making it worse instead of better?

Yup~ Seems like it'd be a kind of taunt mechanic. Roll Diplomacy to make the bad guy hate you more than your teammates.
Title: Re: [CO Discussion] Tank Archetype
Post by: Kethrian on July 23, 2013, 10:58:50 PM
Well, if looking to a 3.5e based game for inspiration is okay, then DDO uses the intimidate skill for taunting.  Diplomacy there is for aggro removal.
Title: Re: [CO Discussion] Tank Archetype
Post by: brujon on July 23, 2013, 11:12:57 PM
Well, if looking to a 3.5e based game for inspiration is okay, then DDO uses the intimidate skill for taunting.  Diplomacy there is for aggro removal.

Neverwinter Nights is 3.0 and added the Taunt skill.

http://nwn.wikia.com/wiki/Taunt

NWN2 maintained the skill, but modified how it worked.

http://nwn2.wikia.com/wiki/Taunt

Both are good, but different implementations of the skill. They can be combined NP, as different uses of the skill:

- Make a Taunt roll vs Concentration to disrupt enemy spellcasting, and reduce his bonus to AC. - 30% ACF sucks, but Charisma is not a skill most fighters have, while Int will surely be maximized on Wizards. It's still very useful to fighter classes that have high Cha, like Swashbucklers and Hexblades.

- Make a Taunt roll vs Will Save to lower an opponent's AC, provokes attacks of opportunity. Affects all targets within 5ft per 5 ranks of the skill. -> VERY good in combination with Karmic Strike and Robilar's Gambit. Add in Defensive Sweep and BAM, field is set. - Personally, i'd add in the option of taking a -10 penalty to the check, but forcing the opponent to move towards you if he fails his check, as a mind-effecting spell, but eh.
Title: Re: [CO Discussion] Tank Archetype
Post by: Andion Isurand on July 24, 2013, 08:22:54 PM
Applying penalties to enemies a tank threatens feels right to me.

I homebrewed a tank class that others can borrow from if they like.

MageRune: Defiant Defender PrC (http://magerune.blogspot.com/2012/11/defiant-defender-prc.html)
Title: Re: [CO Discussion] Tank Archetype
Post by: awaken_D_M_golem on July 25, 2013, 04:23:59 PM
Slaad are supposed to let you tank.
5 Slaad come upon 1 dude they're gonna fight.
1 Slaad fights the dude, then the next one,
then the next one, etc ...

This might be a 2e only clause, but anyways
it's kinda funny, and could easily be turned
into a homebrew.
Charm(Compulsion) -- Tank Like A Slaad
Transmutation -- Impugn Your Honor (so I must fight you)
Necro/Fear -- If I don't fight this guy I'll die
Summon Archeron Spirit -- all war all the time
Psychoportation (Time) -- Ancestral Anger = rage attack everything

This is a far superior way to deal with Slaadi than
the 4e skill challenge ~argue/reason with a Slaadi.
(but y'all already knew that)
Why again was I talking about Slaadi ?
Title: Re: [CO Discussion] Tank Archetype
Post by: brainpiercing on July 26, 2013, 03:38:07 AM
IMHO there are several kinds of tanking in D&D that actually work reasonably well, depending on levels. It's hard to make a fighter to do most of them.

At low levels: Make a wall, movable at best. Usually cannot be done by one character, but I have found that a formation of low-level crusaders can make a fairly good tank.

At low levels: Ride the tank: A Magebred warbeast animal with custom feats (Martial Study/Martial stance, I'm looking at you)

At all levels: Make yourself too dangerous to ignore. This means:
- extreme reach or high mobility. I had a game once where reach weapons had native reach, and I had 15ft of reach with a large glaive (10ft native), and 25ft once enlarged (15ft native). This meant that in a lot of fights just getting past me was a challenge, and I could still be within reach of anyone teleporting past me to the squishies behind me. Generally, enlarging with a reach weapon will work wonders.
- high impact: BFC abilities AND high damage: The easiest is the Knockback feat. Combine with Shock Trooper, possibly dungeon crasher. Tripping, Combat reflexes, Stand still. If every hit is significant AND carries some  effects, then enemies won't ignore you.

Unfortunately this means you will always be at least 50% glass cannon. Actually glass cannons will be the better tanks after a while. You just have to be tough enough to survive. Usually this means you need some sort of buffer (a tricked out bard is best, a wizard will do)

- be a (mobile) machine gun nest: RANGED tanking is just so much better. Force the enemy to traverse a large amount of ground to get to you while you pelt him with whatever you have. Must be significant enough and versatile enough to actually get them to attack and not just bypass. If you are attacking a strong point then they might just hide, too, but in that case you have full tactical mobility for your team without threats. If they run away, well... that's also a success. Guess which kinds of characters do this best? This obviously doesn't work if your team mates just run ahead. It also doesn't work too well if all you do is crawl around dungeons. Some might say that this is not tanking, but obviously it is, because you will draw the enemy towards you and make him want to attack you (by being pesky or hopefully really dangerous), and to do this they might have to bypass your glass cannons or even just minions who can take them out before they do significant damage to your team. Unfortunately you cannot make yourself invulnerable or unreachable while you do. So a flying ranged attacker pelting a bunch of melee crawlers is NOT a ranged tank.  You DO ideally have a backup plan for when the enemy manages to close.

At high levels: Build a tank for your wizard.

Permancy on Animated Object (Some rollers and a framework chassis on top of that), then cover this with a body of several inches of Adamantine so no LoE to the animated object remains. Put a little tower like thing on top to fight from or simply make some openings to be able to shoot or cast spells from total cover. Since there is a wizard inside it will be able to deal with various threats. Bonus points if you can somehow build a gun for the tank.

Title: Re: [CO Discussion] Tank Archetype
Post by: Kasz on July 26, 2013, 07:15:34 AM
At high levels: Build a tank for your wizard.

Permancy on Animated Object (Some rollers and a framework chassis on top of that), then cover this with a body of several inches of Adamantine so no LoE to the animated object remains. Put a little tower like thing on top to fight from or simply make some openings to be able to shoot or cast spells from total cover. Since there is a wizard inside it will be able to deal with various threats. Bonus points if you can somehow build a gun for the tank.

Well... a mounted Ballista would be hilarious...

Little port holes you can open and close as a free action, have them built with least crystals of returning? 300g for a free action port might be reasonable? :P Then you can cast spells from total cover.

Although I imagine a lot of Shape Spells, heat or chill metal and similar might upset the tank crew.
Title: Re: [CO Discussion] Tank Archetype
Post by: brainpiercing on July 26, 2013, 08:02:21 AM
At high levels: Build a tank for your wizard.

Permancy on Animated Object (Some rollers and a framework chassis on top of that), then cover this with a body of several inches of Adamantine so no LoE to the animated object remains. Put a little tower like thing on top to fight from or simply make some openings to be able to shoot or cast spells from total cover. Since there is a wizard inside it will be able to deal with various threats. Bonus points if you can somehow build a gun for the tank.

Well... a mounted Ballista would be hilarious...

Little port holes you can open and close as a free action, have them built with least crystals of returning? 300g for a free action port might be reasonable? :P Then you can cast spells from total cover.

Although I imagine a lot of Shape Spells, heat or chill metal and similar might upset the tank crew.

Hmmm.... you are right. Shaping spells would suck. I would tend to think they have a limited range, though, so just being ready to counterspell, or wearing a ring of counterspelling or spell battle, or whatever it was called, would help.

Heat metal won't do too much, as I would assume an adamantine monocoque would be quite resistant to simple heating. Chill metal I don't know, it might lower the hardness.

As the outer shell is theoretically inanimate, Disintegrate would also ruin your day. Making it layered instead of monolithic might prevent that.
Title: Re: [CO Discussion] Tank Archetype
Post by: Endarire on July 26, 2013, 08:09:56 PM
I promote Hood (http://brilliantgameologists.com/boards/index.php?topic=2462.0) so much because she is the ultimate warrior archetype:

-Mobile
-Very damaging (able to one-shot or one-round anything officially printed by ECL20, assuming she can hit it)
-Reach weapon-focused
-Versatile
Title: Re: [CO Discussion] Tank Archetype
Post by: SorO_Lost on July 26, 2013, 08:52:30 PM
Which has zero things to do with tanking, so thanks for proving my point from earlier.
Title: Re: [CO Discussion] Tank Archetype
Post by: Endarire on July 26, 2013, 08:57:47 PM
The ideal Hood is a very mobile, very damaging 'spear turret.'  You come near and she slaughters you.  She keeps her allies safe.  That's tanking in the sense of protecting your party.
Title: Re: [CO Discussion] Tank Archetype
Post by: SorO_Lost on July 26, 2013, 10:52:32 PM
So you're claiming that a Wizard nuking the holy hell out of someone with Fireball is "tanking", because dead people don't attack.

Normally when someone says something like that they say it with a smile and everyone polity laughs afterwards.
But all I hear is crickets.
Title: Re: [CO Discussion] Tank Archetype
Post by: brainpiercing on July 27, 2013, 02:50:26 AM
So you're claiming that a Wizard nuking the holy hell out of someone with Fireball is "tanking", because dead people don't attack.

Normally when someone says something like that they say it with a smile and everyone polity laughs afterwards.
But all I hear is crickets.
Well, see... he's still sort of right, but only half: Because the guy who is drawing the aggro by being too bloody dangerous to ignore is actually best at protecting his party. HOWEVER, there needs to be a point to drawing the aggro, because if enemies always have to fear being one-shotted, then they will stay the hell away and - if they are smart - just pack up and run, or go looking for some ranged attack power.

Which is why superchargers and hoods whose only point is one-shotting make bad tanks, unless the enemy is too slow to get away, or absolutely needs to fight them for whatever reason. But a wizard slinging spells and being really dangerous automatically puts himself into the tank role, as long as enemies are mobile enough to reach him. To become a tank he needs to have the defenses to survive drawing the aggro.

Seriously, tanking cannot be just about being the meatshield. That role is defined, it's called meatshield, best left to summons or minions, but actually just physical barriers work almost as well. It's not something anyone in their right mind would play. The tank is the spearhead, the one who draws the aggro and survives, or if he can't do that, at least protects his team-mates actively.
Title: Re: [CO Discussion] Tank Archetype
Post by: Unbeliever on July 27, 2013, 03:28:35 PM
My position is this: there's no 'tank' archetype, just because, all members of the party must do everything in their power in order to improve their defenses, i.e. be 'tanks'. This is the reason why constitution is so important and some people despise races that lose con, such as most elves. Having a single party member with awesome AC & hit points, doesn't mean that all other members are covered.
...
Disagree.  And, this seems to be based on a fallacy -- that people have to do everything in their power to improve their defenses. 

Premise:  the game involves opportunity costs.  You have a limited amount of character resources -- every gold you spend buying a defensive-oriented magic item (e.g., Third Eye of Clarity) is another gold you can't spend on offense or utility.  Every feat, spell, action, etc. is the same.

In many cases, it is more efficient for character/build Alpha to acquire a defensive ability than for character/build Beta to do so.  A cleric who has a remove paralysis handy, a psion who takes damp power, and a spellcaster who has freedom of movement available can all be taking advantage of that.  In some, surely not all but we're talking at a pretty extreme level of generality here, it's easier for the psion to mitigate "area effect blasty spells" than it is for each character to do so on their own. 

That's the core feature, metagame speaking, of the Tank.  She stacks defensive abilities and resources, somehow, freeing up the Hood or the Striker or the Glass Cannon to allocate their resources somewhere else.  Now, clearly the extremes are bad:  Captain Invincible but Utterly useless is bad, as is Major 10,000 Damage But Made Out of Paper-Mache.  But, that's the basic idea.  A Tank's role is to mitigate, prevent, etc. harm to herself and the rest of the party.  With savvy players, this frees them up to expend their resources elsewhere, whether it be character build resources or in-combat tactical ones. 

The overlap between battlefield control is made pretty obvious on this formulation.  Just as solid fog or web deny enemies the chance to really hurt you where they would like (e.g., protects the relatively low hp god wizard), the tank is designed to do the same through a variety of means.

I don't know if this rises to the level of an "archetype" b/c I admit to not really knowing that that term means.  Is it a concept we can wrap our heads around?  Yes.  Can it be built effectively?  Certainly, I mean people on this board can make anything pretty badass, and this one isn't exactly rocket science.  Is it "optimal?"  Probably not.  Although that also seems besides the point -- I haven't played the toughest character I could make in a game for at least a decade.  And, if we were aiming for the bestest characters evar!! we'd all play Pun-Pun or Omnifiscers or something every game. 

Note that this understanding of a Tank works best in troupe play, but that's the norm in D&D.  Otherwise, you're just someone who stacks defensive resources.  That's not necessarily bad or ineffective either, but it's hard to talk about that as a "role." 
Title: Re: [CO Discussion] Tank Archetype
Post by: Demelain on July 27, 2013, 03:56:32 PM
I believe the phrase is comparative advantage, yes? That it's easier (and thus less costly) for some classes to acquire defensive abilities than others, and vise versa for offensive/utility abilities.
Title: Re: [CO Discussion] Tank Archetype
Post by: brainpiercing on July 27, 2013, 08:04:54 PM

That's the core feature, metagame speaking, of the Tank.  She stacks defensive abilities and resources, somehow, freeing up the Hood or the Striker or the Glass Cannon to allocate their resources somewhere else.  Now, clearly the extremes are bad:  Captain Invincible but Utterly useless is bad, as is Major 10,000 Damage But Made Out of Paper-Mache.  But, that's the basic idea.  A Tank's role is to mitigate, prevent, etc. harm to herself and the rest of the party.  With savvy players, this frees them up to expend their resources elsewhere, whether it be character build resources or in-combat tactical ones. 
It would be nice if this actually worked, but in practical play I believe it doesn't, unless the GM accommodates you. If you build up your defenses and simply stand in front of people who are actually more dangerous, then this won't protect them on the long run. D&D has a few mechanics to defend others, but not really very many. If you focus on those and then are still mobile enough to defend one or ideally more team mates, then you are a tank. For the rest of the game drawing aggro works better.

Of course I know the games where the GM was too frustrated with the weak defenses on half the party that he was actually making most enemies attack the tank, even against all logic. But that's objectively bad GMing and bad character building. I'm not saying it can't be fun in campaigns where even mechanically weak characters survive past infancy - but as an optimisation excercise a purely for fun game is a pointless example.
Title: Re: [CO Discussion] Tank Archetype
Post by: brujon on July 27, 2013, 08:14:30 PM
I don't believe that's objectively BAD DM'ing, per se. The DM can't be a tyrant that causes TPK just to make his players learn. Throwing the weaker characters into the negatives a couple of times for a scare, see if they learn, if they don't, play around their strong points to avoid TPK's is not actually a bad idea to keep the game fun. Yes, the DM can coach characters during character creation to avoid having dysfunctional parties, but if the players won't listen, what can he do? Cancel the adventure? Sometimes the DM has to concede, and dumb monsters that only attack the stronger character is a trope of many a movie and animated series, and doesn't break immersion that much.
Title: Re: [CO Discussion] Tank Archetype
Post by: Unbeliever on July 28, 2013, 12:38:09 AM

That's the core feature, metagame speaking, of the Tank.  She stacks defensive abilities and resources, somehow, freeing up the Hood or the Striker or the Glass Cannon to allocate their resources somewhere else.  Now, clearly the extremes are bad:  Captain Invincible but Utterly useless is bad, as is Major 10,000 Damage But Made Out of Paper-Mache.  But, that's the basic idea.  A Tank's role is to mitigate, prevent, etc. harm to herself and the rest of the party.  With savvy players, this frees them up to expend their resources elsewhere, whether it be character build resources or in-combat tactical ones. 
It would be nice if this actually worked, but in practical play I believe it doesn't, unless the GM accommodates you. If you build up your defenses and simply stand in front of people who are actually more dangerous, then this won't protect them on the long run. D&D has a few mechanics to defend others, but not really very many. If you focus on those and then are still mobile enough to defend one or ideally more team mates, then you are a tank. For the rest of the game drawing aggro works better.

Of course I know the games where the GM was too frustrated with the weak defenses on half the party that he was actually making most enemies attack the tank, even against all logic. But that's objectively bad GMing and bad character building. I'm not saying it can't be fun in campaigns where even mechanically weak characters survive past infancy - but as an optimisation excercise a purely for fun game is a pointless example.
I had a hard time figuring out what this post meant.  Is it based on reading a Tank character as "Tank to the exclusion of doing everything else?"  That's just another version of the all-or-nothing fallacy I was taking issue with.  Maybe this is an MMO thing -- which is why it utterly confuses me as I've never played one -- but I cannot imagine suggesting a character focus entirely on defense uber alles.  I feel like that should have been pretty clear from my first post, which was focused on the defining characteristic of the Tank archetype.  D&D characters should be fairly well-rounded, for a host of reasons. 

Likewise, if your party includes a Tank that doesn't mean you get to ignore the very notion of defense.  Why would it?  Someone is going to have to explain to me how Tanking is different from  Battlefield Control, which I believe it's a subset of or has some overlap with.  Because to me it just seems like there's a kneejerk prejudice against it at a metagame level. 

In previous threads I've posted detailed builds, but I don't think I should have to.  There is an embarrassment of riches in terms of charopp on this forum.  If people can optimize commoners and diseases, I take it as given that they can manage optimize the Tank.  The last really tanky character I played was a dragon ubermount -- I somehow managed to do enough damage that enemies could not just blithely ignore him. 

Suffice to say that Tank builds exist.  There are perhaps limited, but by no means secret or exotic ways of taking hits, mitigating damage to allies, locking down opponents and reducing their options to "attack the guy you don't really want to attack."  Any half-competent Crusader or Warblade can manage it.  Even just something as simple as reach, some battlefield control (e.g., Stand Still, Trip), and Iron Guard's Glare can force a great many opponents to target the tank rather than someone else.  Or, at the very least, raise the costs of not targeting the Tank considerably.  Will that stop every teleporting drow ninja death squad?  No, but at actual tables foolproof tactics are generally frowned upon.  It wouldn't take much for a Druid and her Animal Companion to do some Tanking either.  Although I suppose you can say that about any archetype.
Title: Re: [CO Discussion] Tank Archetype
Post by: Demelain on July 28, 2013, 03:12:13 AM
Dragon Magazine 330 is famous mostly for Chicken Infested shenanigans. I think another flaw from DM 330 is relevant here:

Quote from: Delicious
All monsters attack you if able, regardless of their attitude toward the rest of your party. In addition, you go down smooth. When subjected to a swallow whole special attack, you are treated as two size categories smaller than you actually are.

Commoner 1 solves all of your tanking needs.
Title: Re: [CO Discussion] Tank Archetype
Post by: brainpiercing on July 28, 2013, 05:22:47 AM
I don't believe that's objectively BAD DM'ing, per se. The DM can't be a tyrant that causes TPK just to make his players learn. Throwing the weaker characters into the negatives a couple of times for a scare, see if they learn, if they don't, play around their strong points to avoid TPK's is not actually a bad idea to keep the game fun. Yes, the DM can coach characters during character creation to avoid having dysfunctional parties, but if the players won't listen, what can he do? Cancel the adventure? Sometimes the DM has to concede, and dumb monsters that only attack the stronger character is a trope of many a movie and animated series, and doesn't break immersion that much.
I concede that point because of course you are right - it should be fun for everyone. And if that means breaking logic a bit then so be it. However, this is an optimisation forum, which means that building for the GM to accommodate you should not be done. Strategies discussed here should be designed to work in the harshest campaigns (because after all, if you've gone to all that trouble, it would be boring otherwise). 

@Unbeliever: I'm not sure, but I believe were not that far apart. For me the objective of the Tank role is to make sure your teammates don't get hurt. However, the caveat of the Tank role is that this is achieved by drawing the attention to yourself. The Controller role does the same thing, but ideally by making sure noone gets hurt at all. The end result is ideally the same, with the tank focusing on surviving the amount of heat he draws to himself, while the controller tries to mitigate enemy offense in a variety of ways.  A tank can also be a controller and vice versa.

We were discussing, I believe, ways to be this kind of tank - the one that draws attention, or agression, to himself. (The "aggro", which I believe IS an MMO or hack&slash game term, but I've also never really played any other than Diablo2). My stance is that many classes can tank, and the easiest way to do it is to make yourself too dangerous to ignore. The less easy part is surviving the heat, which is why we keep coming back to the beefy classes (Crusader/Warblades with some bonus-feat classes thrown in for good measure), or those classes that do everything well anyway. (Wizards, and the like). My stance is that the tank should always be dangerous, but not dangerous enough to make the enemy run or avoid him.

Share pain and similar are one of the few ways of tanking where it is not necessary to draw attentions to yourself. Also, I believe there are some sword-and-board feats where you can actually block hits for others, or give AC bonuses to allies without threatening the enemy yourself.

There are of course other, simpler, ways, that might also work: There are situations where it is simply only necessary for one person to close to melee. Then this will be the tank. Or there might be tight corridors where only one person is in front. This guy will ideally be the tank, since he has the best defenses.

A realworld example of tanking from our last game session: My Beguiler was the perfect tank against a group of really dangerous but unfortunately mindless undead. A simple Silent Image kept them occupied while the party then drew them out one by one and dealt with them.
Title: Re: [CO Discussion] Tank Archetype
Post by: SorO_Lost on July 28, 2013, 11:45:59 AM
We were discussing, I believe, ways to be this kind of tank - the one that draws attention, or agression, to himself. (The "aggro", which I believe IS an MMO or hack&slash game term, but I've also never really played any other than Diablo2).
Yes it's called Aggro. And when you get into MMos the Tank role is extremely easy to see, but people still bitch about how ambiguous it is.

For instance take Dungeons & Dragons Online (DDO). A *real* tank is typically Fighter Based using Stalwart Champion, he probably carries a shield, his items are for defensive bonuses. He stands there in combat mostly blocking and using the Intimidate Skill every six seconds. Intimidate puts you are the top of the aggro stack and awards an additional stacking hate bonus generated for your actions. Now you can branch out, Favored Souls make excellent tanks, they are a bit behind PRR/AC wise but are a pretty defensive Class with Self-Healing. They can often hold aggro better thanks to their Damage-Over-Time effects as well.

But we also have a "hate tank". A *real* Hate Tank invests AP and item slots into effects that increase his hate generation and his healing amplification. This allows him to play an active offensive role beating his enemies to death, the additional hate gen makes sure he always holds aggro and the heal amp helps him stay alive. Defense on these guys is half-way met with their offense as well. They will try to obtain decent AC and PRR bonuses, but often the weapon comes first.

Then we have the wannabe hate tank. This is a guy that didn't spare one thought into his defense. Hell, he probably doesn't even have a Resistance Bonus to his Saves. He didn't pick up hate generation because that shiny +1 damage is OMFGDPSLULZOMFGPWNTNOOBS! Hell, he's probably Warforged Bladeforged you you can't even heal the bastard for more than 80HP per Mass Heal (which hits for 200~400+ on everyone else). He says he is a tank, but really he just wants to be in the center of things pretending he is badassed.

Then we have the optimizers. Which is were all my characters fall into. I "tank" with my Artificer not because I choose to aggro creature and not because my arcane-spellcaster penalized PRR/AC has a worthwhile value. But I simply out DPS anyone concentrating on replaying their character (TRing) or an idiot thanks to knowing the game and focusing on obtaining those uber powerful items. My defense is even decent by Epic Hard standards, trash can barely damage me. A result of which has me often "tanking" older Raid bosses and thinking nothing of it. But my arty isn't tank. He is pure burst DPS with a side of well rounded for clearing Quests. He is by every real definition, not a tank. He only finds him self tanking creatures because everyone else fails so terribly that the aggro mechanics fall onto him and I had to increase my defense to compensate for it.

Back on the D&D side that last section there is what you see in D&D. Everyone fails at the tanking role so we find our selves having to compensate for it by picking up defensive boosts. Which treks back no one wanting to play a weaker, team oriented, Class. The only real differences is in DDO you have set and easily seen aggro mechanics to take advantage of and the large player base let's you hook up with those rare players that choose to play that role. On the table top, between four people, with less than defined mechanics, not so much.
Title: Re: [CO Discussion] Tank Archetype
Post by: Unbeliever on July 28, 2013, 11:48:13 AM
^ that sounds about right to me.  I don't really have a position as to whether drawing the enemy's attention ("aggro" as the kids say nowadays) or some other mechanism is the most effective way of doing it.

I'd probably be more restrictive in what I'd label a "Tank."  I wouldn't call a standard Beguiler a Tank, for instance.  It falls more into the Controller role that Tank is a subset of.  But, that's a kind of terminological nicety or preference that not much is riding on.  I'd call a Tank a variety of Controller -- ye olde standard God Wizard is designed to say "you don't get to do anything" whereas the Tank is more like "you don't get to do anything but attack me while I laugh at your attacks as if they are the mere buzzing of gnats." 

The God Wizard is probably overall more effective than nearly any Tank that I can conceive of, but again you can kind of say that for almost any concept when compared to God.  Although it might be easier to build a Tank-Controller that also deals a sizable amount of damage than it is to do so with a God Wizard.  In my experience, GWs are great at locking things down, but then rely on other party members to perform the coup de grace.  In other words, they put more eggs in the Controller basket. 
Title: Re: [CO Discussion] Tank Archetype
Post by: Unbeliever on July 28, 2013, 11:56:32 AM
Back on the D&D side that last section there is what you see in D&D. Everyone fails at the tanking role so we find our selves having to compensate for it by picking up defensive boosts. Which treks back no one wanting to play a weaker, team oriented, Class. The only real differences is in DDO you have set and easily seen aggro mechanics to take advantage of and the large player base let's you hook up with those rare players that choose to play that role. On the table top, between four people, with less than defined mechanics, not so much.
Huh?  "Everyone fails at the tanking role."  So, your position is that it's patently impossible to build a character that (a) funnels attacks towards himself, and (b) can manage those attacks well.  Seriously? 

There are no Stand Still Crusaders with massive healing and AC?  No Ubermounts with stratospheric numbers (mine had 450 hp, 47 AC, and ridiculous saves at 13thish level, though we do use some house rules) who can control the front line?  No Abjurant Champions with greater mirror image and luminous armor and so forth?  No Psions who can take hits like champs and invest those 2 bodyguard feats from DotU? 

I feel like I must be missing something. 

(2)  This may just be an idiosyncratic table thing.  But, I find it much easier to develop well-defined character roles (to some extent, as I believe all characters should be reasonably well-rounded) with a small group.  We talk about our characters beforehand, and actually encourage some specialization in that regards so that everyone can feel good about their bailiwick.  Hell, I do something similar when playing Borderlands 2 with my buddies -- knowing that somebody prefers to play a healy Siren changes my tactics and build choices. 

At any rate, we do this stuff all the time in my gaming groups, so I again feel like I must be missing something.
Title: Re: [CO Discussion] Tank Archetype
Post by: SorO_Lost on July 28, 2013, 12:06:37 PM
There are no Stand Still Crusaders with massive healing and AC?  No Ubermounts with stratospheric numbers (mine had 450 hp, 47 AC, and ridiculous saves at 13thish level, though we do use some house rules) who can control the front line?  No Abjurant Champions with greater mirror image and luminous armor and so forth?  No Psions who can take hits like champs and invest those 2 bodyguard feats from DotU?

Stand Still Crusaders are the only Tank-Like build you suggested (the psion isn't a build, it's two feats mentioning a class). Ubermounts are nothing more than a high HP creature you're trying to benefit Soft Cover from, in fact you are the guy Tanking for your Mount. Because if you sit on it, your Ride Check replaces it's AC. Your build, your choices, and your effort totally negates the need for for your ubermount to wear armor.

An Abjurant Champion with Greater Mirror Image is literately the Optimized role I pointed out. He has massively augmented his defense without trading away anything on his offensive side. He "helps" the party by being an Arcane Spellcaster providing death and Crowd-Limited effects. But if an ally of his gets attacked, the best thing he can to is attack his alley's opponent in some manner like a Raging Barbarian.
Title: Re: [CO Discussion] Tank Archetype
Post by: Unbeliever on July 28, 2013, 02:14:14 PM
There are no Stand Still Crusaders with massive healing and AC?  No Ubermounts with stratospheric numbers (mine had 450 hp, 47 AC, and ridiculous saves at 13thish level, though we do use some house rules) who can control the front line?  No Abjurant Champions with greater mirror image and luminous armor and so forth?  No Psions who can take hits like champs and invest those 2 bodyguard feats from DotU?

Stand Still Crusaders are the only Tank-Like build you suggested (the psion isn't a build, it's two feats mentioning a class). Ubermounts are nothing more than a high HP creature you're trying to benefit Soft Cover from, in fact you are the guy Tanking for your Mount. Because if you sit on it, your Ride Check replaces it's AC. Your build, your choices, and your effort totally negates the need for for your ubermount to wear armor.

An Abjurant Champion with Greater Mirror Image is literately the Optimized role I pointed out. He has massively augmented his defense without trading away anything on his offensive side. He "helps" the party by being an Arcane Spellcaster providing death and Crowd-Limited effects. But if an ally of his gets attacked, the best thing he can to is attack his alley's opponent in some manner like a Raging Barbarian.
Or, y'know, he could devote 2 feats to trading his defense for an ally's.  Like you noted.  Your argument is undermined in your own post.  Or he could also take Stand Still, or use any other kinds of nifty battlefield control to funnel attacks to himself. 

The fact that it's easy to layer on tanking once you have solid defenses is a vote for how easy it is, not how it doesn't exist. 

Seriously, this argument (besides misunderstanding how mounted combat and ubermount builds work, but whatever) hinges on the claim that "it's impossible to funnel attacks to yourself."  Given the wealth of lockdown builds in existence, this has been demonstrated to be false.  Until you can answer the comparative advantage/efficiency/team synergy point I began with, there's no argument. 
Title: Re: [CO Discussion] Tank Archetype
Post by: SorO_Lost on July 28, 2013, 03:25:08 PM
there's no argument.
Obviously.

I never once said Tanking wasn't possible in D&D, I said the player base fails at it. You then claimed pets or the ability to cast Greater Mirror Image makes you a Tank and I said no. Which agrees to how brainpiercing explains it, how you agreed with him, what Demelain's quote exemplifies, and of course you see what I define is a Tank or not as I broke "tanking" into four categories. However, you just launched this big whine fest about how *they maybe could have might have taken these two feats" as if the existence of the possibility of tanking is supposed to be some sort of rebuttal to an argument I'm not having with you. So yes, there is no argument here. Because you don't know what the hell you're talking about.
Title: Re: [CO Discussion] Tank Archetype
Post by: Unbeliever on July 28, 2013, 04:08:30 PM
It's nice that you can (a) have an argument without stupid ad hominem attacks.  And, (b) can magically ignore your own quoted and bolded text when it proves inconvenient. 

It's this kind of crap that has led a number of decent people to stop posting on these boards.  Whatever, you're welcome to it I guess. 
Title: Re: [CO Discussion] Tank Archetype
Post by: Demelain on July 28, 2013, 04:28:34 PM
A battlefield control character disables and debuffs and limits the actions of his enemies. A Tank limits the actions of his enemies, mitigates the damage they can deal to his allies, and happily gets smashed in the face. There is overlap, but I don't think Tank falls perfectly into a subset of BFC. It shares roles with BFC and Healer/Damage Mitigator both.

Tanking is more than a two feat investment, especially on the lockdown route (where Standstill lies). You need combat reflexes to do it more than once per round, you need Thicket of Blades or something similar (such as difficult terrain) to keep them from 5-foot step, you need something akin to dimensional anchor to keep them from magicing away. You have to be able to stop them from casting defensively. If you try to go for redirect abilities, you have to deal with the problem of them typically being immediate actions - and thus once per round. On top of that, you need to be able to withstand almost every disabling effect under the sun because without you, the party gets blasted.

That was the nature of the text from SorO's post which you bolded. The Abjurant Champion might be close to impossible to kill, but when an enemy targets someone else, he can't really do anything to stop them. It's not impossible to play a high-defense character which can redirect enemies to target him, but it's a build choice which demands more resources than you believe (if I'm reading your posts correctly). It's not a secondary role that you can tack-on to a full-caster, or a glass cannon - it's a primary role.
Title: Re: [CO Discussion] Tank Archetype
Post by: SorO_Lost on July 28, 2013, 04:31:39 PM
Read the text then. The Build you suggested was "No Abjurant Champions with greater mirror image and luminous armor and so forth? (http://www.minmaxboards.com/index.php?topic=10792.msg180406#msg180406)" So forth when used after describing a Class and two Spell examples that selfishly buff the Caster defensively does not mean I am to believe the build took two Feats in DotU that reduces it defenses in order to protect someone else. And this is semi-ninja'ed from Demelain whom explains the same thing about how the AC build falls short from whatever else is describing as a tank, but I got the warning his posted on submission and included this statement.

Also if you don't like the ad-hoc attacks on your stupid strawmen, you could quit making up arguments you claim you've retired, twice now, from. Just saying.
Title: Re: [CO Discussion] Tank Archetype
Post by: Dictum Mortuum on July 29, 2013, 03:10:51 AM
By the way, I see standstill mentioned a lot. I am currently away from books, but from what I can recall, I can't see how standstill helps you tank. Sure, you can probably use it to stop melee attackers with no range, but it doesn't stop spellcasters, ranged and throwing weapons.

In order to tank, I was thinking something more along the lines of "we're all small-sized, we cast mass reduce person and we enter a golem-like creature that we call voltron and shoot lightning from inside it".
Title: Re: [CO Discussion] Tank Archetype
Post by: Demelain on July 29, 2013, 03:42:28 AM
By the way, I see standstill mentioned a lot. I am currently away from books, but from what I can recall, I can't see how standstill helps you tank. Sure, you can probably use it to stop melee attackers with no range, but it doesn't stop spellcasters, ranged and throwing weapons.

It's part of the larger kit for keeping enemies on you. I find Stand Still to be more reliable for keeping enemies from escaping than Improved Trip because the Reflex save has a DC = 10+Damage, which should be next to impossible.
Title: Re: [CO Discussion] Tank Archetype
Post by: brainpiercing on July 29, 2013, 01:30:14 PM
By the way, I see standstill mentioned a lot. I am currently away from books, but from what I can recall, I can't see how standstill helps you tank. Sure, you can probably use it to stop melee attackers with no range, but it doesn't stop spellcasters, ranged and throwing weapons.

It's part of the larger kit for keeping enemies on you. I find Stand Still to be more reliable for keeping enemies from escaping than Improved Trip because the Reflex save has a DC = 10+Damage, which should be next to impossible.

That's true, Stand Still is part of a kit, just like Knockback and Shock Trooper, etc.

I have to say that tanking vs. spellcasters is a tad harder, obviously. If you have mixed melee/ranged/caster enemies then the tank role will be very hard to fill by a single person. I can't even think of a build from the back of my head that could do it all with actual mechanics.  Most Warblades can get decent anti-magical defenses, but still have to make the casters attack them. To me your best bet is still to be too dangerous to ignore and hope the AoE-attacks will not hit your allies, too. Likely as not a you will want to be able to bypass the enemy meatshield and attack the casters, so that they have to focus on you behind their lines. Which means some sort of teleport ability would be nice.
Title: Re: [CO Discussion] Tank Archetype
Post by: Demelain on July 29, 2013, 02:13:55 PM
Aye, stopping casters is the hardest part. Melee is easy, ranged a tad hard but they still provoke an AoO every time they attack. But casters demand, at minimum, Mage Killer and a weapon with Binding (or similar) just to keep them from ignoring you outright.
Against mages, I think it's a losing battle to try and limit their actions. I'd rather force them to target the tank by minimizing the impact the mage can have. If you Damp Power all of his spells, or share your Divine Grace bonus with his targets, etc. he can't just ignore you. He's forced to remove you or be ineffectual.
Title: Re: [CO Discussion] Tank Archetype
Post by: awaken_D_M_golem on July 29, 2013, 04:07:24 PM
Dragon Magazine 330 is famous mostly for Chicken Infested shenanigans. I think another flaw from DM 330 is relevant here:

Quote from: Delicious
All monsters attack you if able, regardless of their attitude toward the rest of your party. In addition, you go down smooth. When subjected to a swallow whole special attack, you are treated as two size categories smaller than you actually are.

Commoner 1 solves all of your tanking needs.

Oh that is delicious.

What does a build look like that takes every hit
while the rest of the party pick off the monsters ??
You couldn't do it right away at level 1.
Defenses, Hit Points, Conditions enders, ~bit of mobility, something to deal with Swallow.
Title: Re: [CO Discussion] Tank Archetype
Post by: brainpiercing on July 29, 2013, 05:12:55 PM
JackBQuick with something to auto-heal.
Title: Re: [CO Discussion] Tank Archetype
Post by: awaken_D_M_golem on July 29, 2013, 06:15:06 PM
Sweet, so I went and googled a bunch of things at dndtools.
(edit/reorder)

call it the "He Hate Me" strategy :

Diplomacy --- flub the check
Intimidate --- succeed check, will lower Attitude after some time.
Wanderer's Diplomacy feat --- can use Bluff as a substitute Diplo check and flub that, and later it lowers Attitude.

Enthrall spell 2 --- Friendly , Indifferent , Unfriendly , Hostile ; and it's complicated.  But gives a little time, d3 rounds.
Ronin PrC 1 --- Infamy limited , induce a Knowledge(Nobility) DC 10 check in an "Authority" (not otherwise much defined)

** Night Mask Deathbringer PrC 1 --- Creature of Darkness most every Animal , but it's toward Wild Empathy.
** dip a Wild Empathy class 1 --- flub the check

Mark of Sin spell Cleric 5 --- one time "buff" , Attitude one step worse, and -10 on Diplo checks.
Vigilant Sentinel of Aerenal PrC 3 --- Thought Theft (su) fail Sense Motive check by 5+ Attitude becomes Unfriendly or Hostile depending.
dip Commoner 1 with the Flaw --- takes 1 flaw slot and Swallow weakness , AUTO-Success !!

(too far off)
Aggravate Dracorage spell C/W 4 --- dracorage mythal has to be in effect = Hostile
Diabolus race --- fluff text vs. Humans + Humanoids
Title: Re: [CO Discussion] Tank Archetype
Post by: littha on July 29, 2013, 10:40:39 PM
Aye, stopping casters is the hardest part. Melee is easy, ranged a tad hard but they still provoke an AoO every time they attack. But casters demand, at minimum, Mage Killer and a weapon with Binding (or similar) just to keep them from ignoring you outright.
Against mages, I think it's a losing battle to try and limit their actions. I'd rather force them to target the tank by minimizing the impact the mage can have. If you Damp Power all of his spells, or share your Divine Grace bonus with his targets, etc. he can't just ignore you. He's forced to remove you or be ineffectual.

If counterspelling was actually useful I imagine it would figure heavily into tanking against casters.
Title: Re: [CO Discussion] Tank Archetype
Post by: Forumowicz on July 30, 2013, 01:07:38 PM
Aye, stopping casters is the hardest part. Melee is easy, ranged a tad hard but they still provoke an AoO every time they attack. But casters demand, at minimum, Mage Killer and a weapon with Binding (or similar) just to keep them from ignoring you outright.
Against mages, I think it's a losing battle to try and limit their actions. I'd rather force them to target the tank by minimizing the impact the mage can have. If you Damp Power all of his spells, or share your Divine Grace bonus with his targets, etc. he can't just ignore you. He's forced to remove you or be ineffectual.

If counterspelling was actually useful I imagine it would figure heavily into tanking against casters.
Battlemagic Perception makes it kind of worthwhile. I mean you can counterspell without even using a swift action. All you have to do is reserve some spell slots just for dispel magic.
Title: Re: [CO Discussion] Tank Archetype
Post by: Demelain on July 30, 2013, 02:13:58 PM
Aye, stopping casters is the hardest part. Melee is easy, ranged a tad hard but they still provoke an AoO every time they attack. But casters demand, at minimum, Mage Killer and a weapon with Binding (or similar) just to keep them from ignoring you outright.
Against mages, I think it's a losing battle to try and limit their actions. I'd rather force them to target the tank by minimizing the impact the mage can have. If you Damp Power all of his spells, or share your Divine Grace bonus with his targets, etc. he can't just ignore you. He's forced to remove you or be ineffectual.

If counterspelling was actually useful I imagine it would figure heavily into tanking against casters.
Battlemagic Perception makes it kind of worthwhile. I mean you can counterspell without even using a swift action. All you have to do is reserve some spell slots just for dispel magic.

Divine Countermagic is another method, Faiths of Eberron IIRC.
Is Counterspell Handbook a thing? That should be a thing.

EDIT: It's sort of a thing. (http://community.wizards.com/go/thread/view/75882/19871214/Dispelling_38;_Counterspelling_Compilation)
Title: Re: [CO Discussion] Tank Archetype
Post by: CaptRory on July 30, 2013, 02:33:03 PM
What if you had Silence cast on the tank? That'd complicate spellcasting and sort of make him a big target. And if that's true, some sort of item that lets you cast silence on yourself, like, 3x a day, would make you a walking magebane unless they're prepared for casting under the effects.
Title: Re: [CO Discussion] Tank Archetype
Post by: brujon on July 30, 2013, 03:03:08 PM
What if you had Silence cast on the tank? That'd complicate spellcasting and sort of make him a big target. And if that's true, some sort of item that lets you cast silence on yourself, like, 3x a day, would make you a walking magebane unless they're prepared for casting under the effects.

Antimagic Field works better for that, being extremely hard to counter as a spellcaster, basically turning you into a Commoner deluxe.
Title: Re: [CO Discussion] Tank Archetype
Post by: Captnq on July 30, 2013, 05:24:38 PM
What if you had Silence cast on the tank? That'd complicate spellcasting and sort of make him a big target. And if that's true, some sort of item that lets you cast silence on yourself, like, 3x a day, would make you a walking magebane unless they're prepared for casting under the effects.

To be contrary, dispel magic is 3rd and a lesser silence metamagic rod is dirt cheap. Just saying.
Title: Re: [CO Discussion] Tank Archetype
Post by: Demelain on July 30, 2013, 05:54:16 PM
Silence is the one that I'd just leave on as much as possible, since it doesn't stop you from using equipment/class features. It's not a magic bullet, since casters have lots of ways to bypass it, but it's an excellent first line of defense.

AMF I'd get as a limited toggle effect. If you turn an AMF on before you're on top of the caster, you just disabled all of your own equipment and did nothing to them, after all.
Title: Re: [CO Discussion] Tank Archetype
Post by: SorO_Lost on July 30, 2013, 06:58:00 PM
AMF I'd get as a limited toggle effect. If you turn an AMF on before you're on top of the caster, you just disabled all of your own equipment and did nothing to them, after all.
Extraordinary Spell Aim (http://dndtools.eu/feats/complete-adventurer--54/extraordinary-spell-aim--1057/) allows you to be immune to your own AMF. Technically you are specifically outside the area of the Spell it's self but not your square. It's to say it someone Grappled you (thus in the same 5x5 square) they would still be affected as ESA only modding things for one creature to be ignored. It seriously cripples anyone standing near you, form nerfing the Fighter's gear to turning the 20th level Wizard into a Commoner with less-than Simply Weapons Proficiency.

Of course, AMFs don't block LOS nor are you inside the AMF, Target/Area Spells still hit you. So it's not the best defense in the book, but still pretty awesome.
Title: Re: [CO Discussion] Tank Archetype
Post by: Demelain on July 30, 2013, 07:03:37 PM
AMF I'd get as a limited toggle effect. If you turn an AMF on before you're on top of the caster, you just disabled all of your own equipment and did nothing to them, after all.
Extraordinary Spell Aim (http://dndtools.eu/feats/complete-adventurer--54/extraordinary-spell-aim--1057/) allows you to be immune to your own AMF. Technically you are specifically outside the area of the Spell it's self but not your square. It's to say it someone Grappled you (thus in the same 5x5 square) they would still be affected as ESA only modding things for one creature to be ignored. It seriously cripples anyone standing near you, form nerfing the Fighter's gear to turning the 20th level Wizard into a Commoner with less-than Simply Weapons Proficiency.

Of course, AMFs don't block LOS nor are you inside the AMF, Target/Area Spells still hit you. So it's not the best defense in the book, but still pretty awesome.

I know what feat my Runescarred Berserkers are taking...
Title: Re: [CO Discussion] Tank Archetype
Post by: CaptRory on July 31, 2013, 12:52:35 AM
My thought with Silence was that it is pretty easy to use and easy to get around.  I didn't think it would be very expensive to set yourself up with something that'd cast silence while your party wouldn't have a hard time dealing with it. As was mentioned, that wand of metamagic (which you could loot for your party wizard off the first mage that uses it against you), there are some things easily prepared since the party know you have it, although I agree that antimagic field would be generally superior this is simply "I activate my Ring of Silence." and the entire enemy party is screwed in a lot of ways.
Title: Re: [CO Discussion] Tank Archetype
Post by: 123456789blaaa on August 05, 2013, 05:10:09 AM
Sweet, so I went and googled a bunch of things at dndtools.
(edit/reorder)

call it the "He Hate Me" strategy :

Diplomacy --- flub the check
Intimidate --- succeed check, will lower Attitude after some time.
Wanderer's Diplomacy feat --- can use Bluff as a substitute Diplo check and flub that, and later it lowers Attitude.

Enthrall spell 2 --- Friendly , Indifferent , Unfriendly , Hostile ; and it's complicated.  But gives a little time, d3 rounds.
Ronin PrC 1 --- Infamy limited , induce a Knowledge(Nobility) DC 10 check in an "Authority" (not otherwise much defined)

** Night Mask Deathbringer PrC 1 --- Creature of Darkness most every Animal , but it's toward Wild Empathy.
** dip a Wild Empathy class 1 --- flub the check

Mark of Sin spell Cleric 5 --- one time "buff" , Attitude one step worse, and -10 on Diplo checks.
Vigilant Sentinel of Aerenal PrC 3 --- Thought Theft (su) fail Sense Motive check by 5+ Attitude becomes Unfriendly or Hostile depending.
dip Commoner 1 with the Flaw --- takes 1 flaw slot and Swallow weakness , AUTO-Success !!

(too far off)
Aggravate Dracorage spell C/W 4 --- dracorage mythal has to be in effect = Hostile
Diabolus race --- fluff text vs. Humans + Humanoids

While I do like the idea of using this with the Silver Tongue feat, I don't think it works for tanking. While they do want to hurt you, they won't do it blindly. Not to mention it's useless on already hostile enemies. Sadly there isn't a negative counterpart to the Fanatic attitude  :(.
Title: Re: [CO Discussion] Tank Archetype
Post by: Demelain on August 05, 2013, 07:52:34 AM
While I do like the idea of using this with the Silver Tongue feat, I don't think it works for tanking. While they do want to hurt you, they won't do it blindly. Not to mention it's useless on already hostile enemies. Sadly there isn't a negative counterpart to the Fanatic attitude  :(.
What if we make them Fanatic about someone else, and then loudly insult that person?
Title: Re: [CO Discussion] Tank Archetype
Post by: awaken_D_M_golem on August 06, 2013, 05:51:29 PM
Yeah I don't know about this much yet.

The way I figure it, not every encounter starts off fightfight!!
So you have all these various "not Hostile" encounters.
Pretty much eliminates the possible surprise round by the bad guys.

These kinds of abilities apply control to the timing of when
the Hostile ~condition occurs.  Your party knows it's coming.
4 Hidden Kite Ambushers waiting for the signal, while this
guy stands out there alone to take the first round of combat.
Title: Re: [CO Discussion] Tank Archetype
Post by: Andion Isurand on August 10, 2013, 02:16:05 AM
Recently, I've been working on creatures to simulate the minions a warlock can summon in World of Warcraft, and while I'd appreciate some critique on them.....  MageRune: August Archive (http://magerune.blogspot.com/2013_08_01_archive.html) ...I feel that the options they currently have to control and manipulate enemies need to be made more accessible for non-caster tanks... so that they are not impeded upon by these minions.

I also think the animal companions for rangers also need a makeover to match, and that they should progress at the same rate as druid animal companions if nothing else...while a druid can probably do without a dedicated animal companion.