Poll

What are the Most important qualities of the "tank" in a core style D&D group

The ability to take or avoid damage
The ability to focus enemy fire on themselves
The ability to dish out melee damage
The ability to control the battlefield(bull rush, trip, grapple etc)
A huge hit point pool
Good Fortitude and/or Reflex saves
Other*

Author Topic: How to be a tank in D&D?  (Read 109575 times)

Offline ariasderros

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Re: How to be a tank in D&D?
« Reply #60 on: March 22, 2012, 08:55:21 AM »
For the record: I do not believe in "invisible sky faeries", by my thinking, the only viable "tank" is a god wizard, another caster using similar methods, or a rare few special builds (i.e. the aforementioned locke-down).

Which is too squishy to take hits, so no.

Has the ability to mitigate hits. I don't mean "tank" like many people here do, that's what I was clarifying.
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The class with the most defensive class features is the monk. Who's next to useless.

The class with the next most is the barbarian. Who can be made useful, as an uber-charger that can hit for hundreds of damage. But never as a "tank".

Wait, what?
I was clarifying the line above it wherein those classes are Ivory Tower traps. It was aimed at darqueseid's comment about "what is the point of classes that're designed for tanking." In other words, I was responding "What about those useless idjits."

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Sorry, that was bad editing on my part. The first sentence was it's own concept. Everything else was new argument.
As far as what I said and your counter-argument: "Kill it before it moves" isn't quite what I meant to say, rather "kill it quickly enough that your defenses aren't depleted".
I like your idea of rotating who is trying to take the hits, except that only would really work in theory, because: A) you wouldn't be able to get 99% of most gaming groups to set themselves up in a way that that's possible; B) you can't usually control or predict whom the enemy is targeting to a sufficiently reliable extent for this.
Unless you were merely stating that you shouldn't be trying for this at all, and just let it happen naturally, then I agree with you 100% instead of just 95%.
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As far as at level 1:
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Only ones of those that are viable are Color Spray, Entangle, and the animal companion and possibly command. 1 round summons with a 1 round casting time just say kill me now, I'm too dumb to live. Same for any other 1 round casting times. 1 round greases are only marginally more intelligent.

I was merely giving more substance to the argument that casters are the ones with nice things at every level. Some of those require being a little clever, some are situational. Point is darqueseid responded to you about the specialist conjurer, and you stated that a level 1 wizard is still better that the mundane alternatives. I felt the fact that that is a fallacy which has been dis-proven many times here needed to be brought up.
« Last Edit: March 22, 2012, 08:57:26 AM by ariasderros »
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Offline Basket Burner

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Re: How to be a tank in D&D?
« Reply #61 on: March 22, 2012, 09:14:11 AM »
Has the ability to mitigate hits. I don't mean "tank" like many people here do, that's what I was clarifying.

I know that. But then you listed one that didn't have that.

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I was clarifying the line above it wherein those classes are Ivory Tower traps. It was aimed at darqueseid's comment about "what is the point of classes that're designed for tanking." In other words, I was responding "What about those useless idjits."

You said that they had defensive abilities though.

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I like your idea of rotating who is trying to take the hits, except that only would really work in theory, because: A) you wouldn't be able to get 99% of most gaming groups to set themselves up in a way that that's possible; B) you can't usually control or predict whom the enemy is targeting to a sufficiently reliable extent for this.
Unless you were merely stating that you shouldn't be trying for this at all, and just let it happen naturally, then I agree with you 100% instead of just 95%.

What I was saying is that if everyone is a relevant offensive threat, and also has relevant defenses, enemies attacking the greatest threat is going to come down to who acts first, or some other such factor that doesn't yield the same results each and every time. So in one fight you go first and everyone gangs up on you, and then in another fight the Druid goes first and he gets to deal with the entire offensive output of the encounter and so forth. In the party the game assumes, all pressure is being put on only half the party because the other half is just kind of there. In a noob party all pressure is being put on a single character, either because there's only one good character, they've fallen into the foolish tank mentality, or both. Two good characters might be able to drag the party through but one cannot. Especially if you've fallen into the foolish tank mentality, meaning that you've started making all manner of mistakes.

But if everyone is capable and competent, then everyone is threatening enough to need to be taken down, and everyone has the defenses so that doesn't actually work.

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I was merely giving more substance to the argument that casters are the ones with nice things at every level. Some of those require being a little clever, some are situational. Point is darqueseid responded to you about the specialist conjurer, and you stated that a level 1 wizard is still better that the mundane alternatives. I felt the fact that that is a fallacy which has been dis-proven many times here needed to be brought up.

True, but stick to the spells that actually are good.

Offline ariasderros

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Re: How to be a tank in D&D?
« Reply #62 on: March 22, 2012, 10:08:02 AM »
I was clarifying the line above it wherein those classes are Ivory Tower traps. It was aimed at darqueseid's comment about "what is the point of classes that're designed for tanking." In other words, I was responding "What about those useless idjits."

You said that they had defensive abilities though.

On this, Monk has all good saves, it's Wis + Dex to AC, Still Mind, Evasion, and a few other things. This makes people think that a monk has survivability, because it has defensive class features, so it must be a good defensive class, right?  :lmao

Same thing with Barbie. DR, Uncanny Dodge, the Con boost from Rage.

@ Everything else: I agree with you enough that any further conversing about it would just be circle-jerking.
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Offline Basket Burner

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Re: How to be a tank in D&D?
« Reply #63 on: March 22, 2012, 10:36:04 AM »
"They seem to have defensive features" makes a lot more sense than claiming they actually do.

Offline Unbeliever

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Re: How to be a tank in D&D?
« Reply #64 on: March 22, 2012, 11:27:55 AM »
I find it odd to see "it cannot be done!" so loudly trumpeted on a charopp board.  What was the whole point of charopp again if not to make exotic or not well-supported character archetypes work? 

Tanking can be done in D&D.  But, like many things, the designers have lied to us about who does it or how easy it is to do.  I'm playing in a party with 2ish tanks -- one primary and one off-tank -- and we manage to do it just fine.  We could do it better, largely with those bodyguard feats from Drow of the Underdark, but we've opted not to out of restraint.

I think the biggest problem with "tanking" in D&D is not taking hits.  There are myriad abilities to mitigate damage, gain immunities or the equivalent to various effects, and so on.  The Magic Item Compendium is a wealth of such resources:  the Talisman of Undying Fortitude is a handy example, though it'd be better if it were an immediate action.  Even the lowly Paladin's Divine Grace can be a huge boon by insuring that you hardly ever have to worry about Save-or-blank spells.  If you're committed to shouldering the burden for the party, then you just commit more resources to hardening yourself against such assaults. 

I find the hardest problem is how to do the equivalent of "draw aggro."  Goad is kind of a terrible feat, and it's hard to get the save DC up high enough to really matter.  That leaves you with lockdown type tactics, which, as I think we all know, can be quite effective.  The other options are (a) rely on your allies to help funnel enemies to you, or failing that get the hell out of the way leaving you as the tastiest target, (b) do enough damage that the enemies have no choice but to focus on you, (c) some sort of equivalent role-play type of engagement where you look like the biggest scariest thing around.

Offline ariasderros

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Re: How to be a tank in D&D?
« Reply #65 on: March 22, 2012, 11:52:23 AM »
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You left out interposing yourself into the attack. Crusaders are great at that.

And I never said it cannot be done. I agreed that it should not be done.

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Now ask yourself "what can the tank actually do?"
You mention spending resources in order to do the job better, but wouldn't those resources be better spent elsewhere? Think of the opportunity cost of optimizing just this.
The whole concept is the same as trying to optimize a heal-bot cleric, except that doesn't require anywhere near as much work, and still ends up being semi-useful most of the time.

Basically, everyone in the party needs to look at their defenses as at least a tertiary point, but ideally a secondary point. If they do, then you don't need any kind of a tank, and if someone tries to be one, they end up as a lump. If the party does not look at their defenses and each take both personal and social responsibility, then in most circumstances, even an optimized "Tank" wouldn't help in 9/10 of the situations.

The exception is, as I've said, god wizards and the like when played to potential. These types of characters can compensate any time the rest of the party is made of fail. But then you have other issues, like the power gap in the party, and the social issues that brings forth.
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Offline Basket Burner

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Re: How to be a tank in D&D?
« Reply #66 on: March 22, 2012, 12:01:13 PM »
I find it odd to see "it cannot be done!" so loudly trumpeted on a charopp board.  What was the whole point of charopp again if not to make exotic or not well-supported character archetypes work? 

A common mistake among the less experienced is to think better = good. It doesn't work that way. There is also a difference between not well supported and entirely unsupported. And then there is another difference between entirely unsupported and anti supported. That's where "tanking" is. It exists only to sucker punch you for trying it. Unlike say... unarmed combat where Monks are terrible at it, but Clerics aren't.

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Tanking can be done in D&D.  But, like many things, the designers have lied to us about who does it or how easy it is to do.  I'm playing in a party with 2ish tanks -- one primary and one off-tank -- and we manage to do it just fine.  We could do it better, largely with those bodyguard feats from Drow of the Underdark, but we've opted not to out of restraint.

Anything that only works if the enemy nicely allows it to work is not viable.

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I think the biggest problem with "tanking" in D&D is not taking hits.  There are myriad abilities to mitigate damage, gain immunities or the equivalent to various effects, and so on.  The Magic Item Compendium is a wealth of such resources:  the Talisman of Undying Fortitude is a handy example, though it'd be better if it were an immediate action.  Even the lowly Paladin's Divine Grace can be a huge boon by insuring that you hardly ever have to worry about Save-or-blank spells.  If you're committed to shouldering the burden for the party, then you just commit more resources to hardening yourself against such assaults. 

You don't have enough. Remember, you are literally the entire party. Not only do you have to withstand all attacks for everything, but you must be throwing out all the offense as well - otherwise someone else gets called the greatest threat and they get focused on instead. Lack offense and they just kill you last. Run out of defense and you WILL run out of defense, you die, everyone else dies.

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I find the hardest problem is how to do the equivalent of "draw aggro."  Goad is kind of a terrible feat, and it's hard to get the save DC up high enough to really matter.  That leaves you with lockdown type tactics, which, as I think we all know, can be quite effective.  The other options are (a) rely on your allies to help funnel enemies to you, or failing that get the hell out of the way leaving you as the tastiest target, (b) do enough damage that the enemies have no choice but to focus on you, (c) some sort of equivalent role-play type of engagement where you look like the biggest scariest thing around.

Lockdown is far too shaky to be of any real use, Goad is beyond laughable, and anything else is just setting the entire party up to die.

Also, Crusaders are still too squishy. Anyone that's AC and HP only is because AC is meaningless. and HP are gone in 1-2 rounds.

Offline ImperatorK

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Re: How to be a tank in D&D?
« Reply #67 on: March 22, 2012, 12:03:46 PM »
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You mention spending resources in order to do the job better, but wouldn't those resources be better spent elsewhere? Think of the opportunity cost of optimizing just this.
Why people still play mundanes, when casters are better at everything? Preference. Need of variety. That stuff.

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Basically, everyone in the party needs to look at their defenses as at least a tertiary point, but ideally a secondary point. If they do, then you don't need any kind of a tank, and if someone tries to be one, they end up as a lump. If the party does not look at their defenses and each take both personal and social responsibility, then in most circumstances, even an optimized "Tank" wouldn't help in 9/10 of the situations.
Not everyone wants/cares/can make his character so self-reliant. In groups that don't optimize the shit out of their characters and/or don't have a competitive mindset, a Tank can be useful. When your buddy got your back, you can invest those resources that you would've invest into defense elsewhere.
« Last Edit: March 22, 2012, 12:08:17 PM by ImperatorK »
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Offline Unbeliever

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Re: How to be a tank in D&D?
« Reply #68 on: March 22, 2012, 12:11:17 PM »
@Arias Derros

This is going to be a consistent point of disagreement for us, it seems.  When I sit down at the table for character creation I ask someone, or myself, "what do I want to play?" Then, I get the answer and figure out how to build that to the level of firepower/optimization desired for the campaign.  Which, for the record, is generally in my gaming groups quite high, but not super exploitative.  For example, DMM(persist) has never been a problem for us, and is always been available in any of our campaigns.

If the goal is, instead, "make the most efficient and lethal party available" then my characters would look different.  But, hell, I don't even play computer/video games that way, let alone an RPG. 

You and I are just playing different games. 


P.S.:  let's try not to read "tank" as "fighter 20 built by an 8 year old with brain damage" please.  Could we do that?  The tanks I was alluding to are an Ardent with the Confound the Big Folk chain and a Dragon-based Supermount using Cleric/Prestige Paladin as a base.  The Big Guy is With Me builds could also be very tanky.  And, sure, yeah, those are all crappy builds.  Terrible.[/sarcasm]  Let's try not to pretend like games are at the point where staples of the CO boards are not up to snuff.

P.P.S.:  +1 ImperatorK.  Some builds/classes/people around the table may be more efficient at investing in defenses than others.  Doing so allows them to free up those resources to invest them elsewhere.  That may be better objectively, or more fun. 

Offline ImperatorK

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Re: How to be a tank in D&D?
« Reply #69 on: March 22, 2012, 12:13:56 PM »
We need to come up with a different name for D&D "Tank", because that term is confusing for some people. They apparently think about WoW Tanks. I propose "Not WoW Tank".
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Re: How to be a tank in D&D?
« Reply #70 on: March 22, 2012, 12:15:15 PM »
Doesn't matter. If it only has AC and HP, it's squishy as hell. It doesn't want aggro at all, and if you try and make it get aggro you'll either fail, or succeed in leeching off the party and therefore fail.

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Offline Unbeliever

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Re: How to be a tank in D&D?
« Reply #71 on: March 22, 2012, 12:21:24 PM »
If someone is actually curious about AC numbers, rather than just making them up, the Trailblazer book (a nice buy for $5) has a statistical analysis of such things.  It's confined to the SRD, so maybe later (and quite good) monster books throw it off a bit (like MM3 or FC1 and 2), but it's nice that someone else has compiled it.

Their methodology is to adjust dragons' CR upward a bit b/c they were systematically undervalued, throw out the highest and lowest values of a given CR, and take the average of the remaining values.  Pretty straightforward stuff. 

For CR 10, the average attack bonus is 17.  For CR 15, the average attack bonus is 23.  And, for CR 19, the average attack bonus is 29. 

It is left as an exercise for the reader to imagine if they can make 10th, 15th, and 19th level characters whose ACs can matter, on average, against those attack rolls.  Please also recall that in MM1, and in the SRD I believe, no monsters have power attack prefigured into their attack rolls. 

Offline Basket Burner

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Re: How to be a tank in D&D?
« Reply #72 on: March 22, 2012, 01:07:18 PM »
If someone is actually curious about AC numbers, rather than just making them up, the Trailblazer book (a nice buy for $5) has a statistical analysis of such things.  It's confined to the SRD, so maybe later (and quite good) monster books throw it off a bit (like MM3 or FC1 and 2), but it's nice that someone else has compiled it.

Ah yes, because bringing in the second least credible source (after the PF bestiary, which does not accurately describe the enemies within the exact same book) is a great way of attacking the credibility of others.

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Their methodology is to adjust dragons' CR upward a bit b/c they were systematically undervalued, throw out the highest and lowest values of a given CR, and take the average of the remaining values.  Pretty straightforward stuff. 

This strongly indicates this... after all, the averages are dragged down by things that will never actually attack, meaning if you prepare based on the averages you are underprepared and even squishier than you'd otherwise be.

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For CR 10, the average attack bonus is 17.  For CR 15, the average attack bonus is 23.  And, for CR 19, the average attack bonus is 29. 

And this proves it. Those numbers are way too low to be meaningful as the actual things that will be hitting you have much better numbers.

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It is left as an exercise for the reader to imagine if they can make 10th, 15th, and 19th level characters whose ACs can matter, on average, against those attack rolls.  Please also recall that in MM1, and in the SRD I believe, no monsters have power attack prefigured into their attack rolls.

And if you actually made characters under the assumption that was all the AC you needed, when you actually fight something that of course has much better numbers they hit you on a 2, with PA on.

Offline Unbeliever

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Re: How to be a tank in D&D?
« Reply #73 on: March 22, 2012, 01:49:33 PM »
So it is good and truly impossible to make a character with sufficient AC that monsters of CR 18 or below have a hard time hitting it? That's the argument here.

See I know that's not true because I see 2 of them at work every couple of weeks. But really? We are willing to take on assumption that Charopp is not up to that task?

This seems absurd on its face. But in order to prevent anyone being confused a Pit Fiend is CR 20 and has a +30 with all it's attacks (thereabouts +28 with the secondaries). Cornugons are at +25 and so on. Again I somehow think people can make 15th level characters with ACs of 45.

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Re: How to be a tank in D&D?
« Reply #74 on: March 22, 2012, 01:53:45 PM »
So it is good and truly impossible to make a character with sufficient AC that monsters of CR 18 or below have a hard time hitting it? That's the argument here.

See I know that's not true because I see 2 of them at work every couple of weeks. But really? We are willing to take on assumption that Charopp is not up to that task?

This seems absurd on its face. But in order to prevent anyone being confused a Pit Fiend is CR 20 and has a +30 with all it's attacks (thereabouts +28 with the secondaries). Cornugons are at +25 and so on. Again I somehow think people can make 15th level characters with ACs of 45.
I'm wondering if an unmodified Pit Fiend is considered sub-par in some groups; it may be, leading to the assertion that the numbers above are not representative of "appropriate baseline".
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Offline darqueseid

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Re: How to be a tank in D&D?
« Reply #75 on: March 22, 2012, 02:02:58 PM »
I think you can actually get higher than 45 ac at 15th level, without really trying... there's a 54 ac fighter in my group at 16th...

Offline ImperatorK

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Re: How to be a tank in D&D?
« Reply #76 on: March 22, 2012, 02:09:45 PM »
10 + 8 armor + 5 armor enhancement + 4 tower shield + 4 shield enhancement + 5 natural + 5 protection + 5 Combat Expertise (up to 20 with Improved Combat Expertise) + 4 defending weapon = 50-65
With more optimization it becomes higher.
+ Con from Deepwarden.
Potions with AC boosting effects.
Buffs from allies.
Using cover.
Fighting defensibly.
« Last Edit: March 22, 2012, 05:29:19 PM by ImperatorK »
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Offline Basket Burner

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Re: How to be a tank in D&D?
« Reply #77 on: March 22, 2012, 02:29:48 PM »
So it is good and truly impossible to make a character with sufficient AC that monsters of CR 18 or below have a hard time hitting it? That's the argument here.

Let's see... to hits of that level are mid 50s, and they have to miss at least 75% of the time to make AC matter. So that's AC 70 while still having relevant offenses just to take on stock enemies that are not being optimized. Given that you literally can't get over high 40s before running out of bonuses without either nullifying yourself as a threat, running out of bonuses or both you not only can't do that, but you are an entire number range off the mark.

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See I know that's not true because I see 2 of them at work every couple of weeks. But really? We are willing to take on assumption that Charopp is not up to that task?

Even if it weren't the sort of things that stat caps get in the way of, we're talking about a forum in which most people don't realize the tank mentality is foolish, don't realize low tier characters are objectively useless... in other words, they lack skill, so even if it were possible it's the wrong place to ask.

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This seems absurd on its face. But in order to prevent anyone being confused a Pit Fiend is CR 20 and has a +30 with all it's attacks (thereabouts +28 with the secondaries). Cornugons are at +25 and so on. Again I somehow think people can make 15th level characters with ACs of 45.

Ah yes, because casters love swinging their weapons around, and getting your stats up so that a caster can't affect you often with the actions they won't take regardless means you're fine right?

Next you'll say you'll have good saves because Ranger spells don't stick that often.

Offline zugschef

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Re: How to be a tank in D&D?
« Reply #78 on: March 22, 2012, 03:40:15 PM »
10 + 8 armor + 5 armor enhancement + 4 tower shield + 5 shield enhancement + 5 natural + 5 protection + 5 Combat Expertise (up to 20 with Improved Combat Expertise) = 47-62
With more optimization it becomes higher.
+ Con from Deepwarden.
Potions with AC boosting effects.
Buffs from allies.
Using cover.
Fighting defensibly.
ok... and which monster's gonna be that dumb to attack this guy first?

Offline veekie

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Re: How to be a tank in D&D?
« Reply #79 on: March 22, 2012, 03:43:28 PM »
The one that doesn't have a choice in the matter due to lockdown or control strategies, naturally.
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