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The Thinktank => Min/Max It! => : Endarire September 13, 2011, 09:03:22 PM

: Optimizing a Character Concept: The Tank
: Endarire September 13, 2011, 09:03:22 PM
(Maybe this is better suited for Deliberations or Homebrew since it's part speculation and desire for change.)

(http://lusipurr.com/wp-content/uploads/2010/07/tanks1.jpg)

Tanks.

So... tanks.

Traditionally, the "meat" of the party.  The Big Stupid Fighters (or Warblades or Crusaders or...).

Stuck with the job of protecting partymates while trying not to be outclassed by them.

Practically, what does a tank in 3.5 need to be relevant while the foes are on the battlefield?  I don't mean trying to plane hop into a genesis demiplane and confront a caster on his own turf and terms.

I realize 3.5 is a game where flying and teleporting foes become common.

What does a tank need to be relevant when the game is mostly 2D?  (That is, flying and teleporting foes are rare.)

What does a tank need to be relevant when flight but not teleportation becomes common, besides being able to fly personally?

What does a tank need to be relevant when flight and teleportation are common?

How does a tank handle casters on the field while not gimping himself?

When, if ever, does an optimized tank just get outclassed by a summonling?  (Malconvokers can put out some pretty spiffy ones.)
: Re: Optimizing a Character Concept: The Tank
: snakeman830 September 13, 2011, 09:11:54 PM
A tank needs a few things: Durability, Control, and Mobility

Durability is obvious: he needs to be able to survive whatever is attacking him, but also to not be moved out of the way or otherwise disrupted (like being bull rushed, grappled, tripped, or simply thrown in the air)

Control is likewise obvious: he needs a way to force his opponents to not attack his allies (whether they attack him or not isn't the factor here)  This can be keeping the opponents from getting into range of his party members or actively stopping their attacks.

Mobility is the one often forgotten.  Battles shift constantly whether an individual does or not.  A tank needs to always be in the right place to prevent his allies from getting hurt, and it's wise to prevent enemies from flanking him.
: Re: Optimizing a Character Concept: The Tank
: ninjarabbit September 13, 2011, 11:17:42 PM
The best tanks are druids, clerics, favored souls, archivists, and arcane and psionic gishes. Basically you need to be a tier 1 or tier 2 to hang with the wizards, beguilers, other divine casters, etc.
: Re: Optimizing a Character Concept: The Tank
: PhaedrusXY September 13, 2011, 11:28:28 PM
The best tanks are druids, clerics, favored souls, archivists, and arcane and psionic gishes. Basically you need to be a tier 1 or tier 2 to hang with the wizards, beguilers, other divine casters, etc.
Meh, I disagree. A well-built crusader, warblade, or even other "lockdown" build can hang in there just fine with even a modicum of party support, especially below level 15 or so. D&D isn't about 1 on 1 duels.
: Re: Optimizing a Character Concept: The Tank
: JaronK September 13, 2011, 11:39:54 PM
A Crusader can definitely tank.  My D&D Smiteadin build could tank very effectively, as could the Bulldozer (which was mostly a War Hulk).  But it did hit those three mentioned concepts... both were based around shield charging, which trips and dazes enemies and thus takes them out of the fight while still maintaining mobility.

JaronK
: Re: Optimizing a Character Concept: The Tank
: Unbeliever September 13, 2011, 11:50:20 PM
I think Snakeman pretty much nailed it. 

Just to augment, the things that Snakeman points out (and that other posters mention as well) are what separates the idea of the tank combat role from "guy w/ tons of hit points and a high AC."  Summons can usually do the latter, but will have more trouble w/ the former since few monsters come ready made w/ Stand Still and Thicket of Blades, though I'm sure you can find a few (and then you're essentially just summoning a tank). 
: Re: Optimizing a Character Concept: The Tank
: Endarire October 03, 2011, 09:37:32 PM
How important is the feat Stand Still (http://www.d20srd.org/srd/psionic/psionicFeats.htm#standStill) in a lockdown build?  I've seen it as potentially handy, but if I can do enough damage to prevent a guy from moving, I can probably help more by hurting him.
: Re: Optimizing a Character Concept: The Tank
: snakeman830 October 03, 2011, 10:04:29 PM
How important is the feat Stand Still (http://www.d20srd.org/srd/psionic/psionicFeats.htm#standStill) in a lockdown build?  I've seen it as potentially handy, but if I can do enough damage to prevent a guy from moving, I can probably help more by hurting him.
Which is why, IMO, Knock-down and Knock-back are typically better feats, since they fulfill the same purpose (stopping movement), but you still deal your damage.
: Re: Optimizing a Character Concept: The Tank
: Dawnmor October 04, 2011, 02:02:26 AM
Well Tanks arent just Feats and such.  I made a Dwarf Fighter 2/Barb 2, Ranger 1, Fist of the Forest 1, Deep warden 2, who took Mineral warrior and Feral.  With buffs I got a +12 Con mod, and I get my con added to my AC 2x Monks Belt to get my considering +8 Mod wis to AC as well, (Mind you this is buffed up).  Normally my AC is around 56 but total defensive puts me at 60 AC and nothing in my Groups enemies could hit me and I have the highest AC.  I built a DPSer/Tank and ended up just sitting there getting hit by 1 attack and there were like 12 attacks.  Problem was that I kept getting critted LOL.  YAY! DR :) and Fast healing but I still ended up dieing 10x :(.
: Re: Optimizing a Character Concept: The Tank
: Jackinthegreen October 04, 2011, 02:59:25 AM
Something that helps tanks is getting immune to crits.  Let's face it, the way D&D works means if you do get hit, it'll be HARD.  Pumping AC is nice, but SR and miss chance helps on the defensive side too.
: Re: Optimizing a Character Concept: The Tank
: Shiki October 04, 2011, 04:03:11 AM
Yay to the Warshaper..
: Re: Optimizing a Character Concept: The Tank
: Midnight_v October 04, 2011, 10:39:13 AM
  Hmm... There have been several times in the last couple of months that I jokingly and semi-seriously talked about writing the "Tanking" handbook.
 What I've found in even pondering such a thing is this. Practically speaking, in 3.5 tanking is the art of turning oneself into a living battlefield control spell.
  There are a few feats in D&D that allow you do do something similar to video game tank, specifically "goad", but even at that its a move action taunt which only affects 1 target and allows a save in a stat you may or may not have. Fear is another effect that I've seen melee's use for battlefield control making people too frigtened to fight and being sticky enough that they can't run or simply executing the ones which remain.
As an above poster said, durability, mobility (space and reach work some to add to this, and control.
Sigh as I've become know to do, I couldn't help but think about the "Knight" (http://www.dandwiki.com/wiki/Knight,_Tome_(3.5e_Class)) mechanic from the F&K Tome which has something called designate opponent in place of "knight's challenge":
 
Designate Opponent (Ex): As a Swift Action, a Knight may mark an opponent as their primary foe. This foe must be within medium range and be able to hear the Knight's challenge. If the target creature inflicts any damage on the Knight before the Knight's next turn, the attempt fails. Otherwise, any attacks the Knight uses against the opponent during her next turn inflict an extra d6 of damage for each Knight level. This effect ends at the end of her next turn, or when she has struck her opponent a number of times equal to the number of attacks normally allotted her by her Base Attack Bonus.

Example: Vayn is a 6th level Knight presently benefiting from a haste spell, granting her an extra attack during a Full Attack action. On her turn she designates an Ettin as her primary opponent, and the Ettin declines to attack her during the ensuing turn. When her next turn comes up, she uses a Full Attack and attacks 3 times. The first two hits inflict an extra 6d6 of damage, and then she designates the Ettin as her opponent again. It won't soon ignore her!    
I noted that this was pretty much wholesale lifted (or coincedentally repeated, doesn't matter which) for use in 4.0, with the "marking" that melees did.
  If find that its really been done correctly and illustrates WHY any opponent in thier right mind would even attack the slow killer in full plate as opposed the reality rapists in cloth gear if they had a chance.

Also, I'd like to address your specific questions as well but I'm gonna take some time to give them some thought. Hopefully can let you know today.

Yay to the Warshaper
You know that class does have some of the needed mechanics of being a tank. A crusader/warshaper, in even the basic martial healing stance can attack once with each type of natural attack iirc, at 2 healed per attack and maybe stone power at low levels thats a really game swinging thing.
: Re: Optimizing a Character Concept: The Tank
: dna1 October 05, 2011, 02:53:50 AM
A tank could be alot of things.. Really with the right preparation you could turn any class into a Tank.  With my Druid I frequently end up tanking things without even trying.
: Re: Optimizing a Character Concept: The Tank
: Nytemare3701 October 05, 2011, 03:08:36 AM
A tank could be alot of things.. Really with the right preparation you could turn any class into a Tank.  With my Druid I frequently end up tanking things without even trying.

Imo the best tank is someone who makes everybody else a worse target than himself. My favorite tank is a bufficer with some sort of contingent protection. SUICIDE TANK!
: Re: Optimizing a Character Concept: The Tank
: SeekingKnight October 05, 2011, 02:47:05 PM
Wow guys thanks.  I have been in the process of making a homebrew class that is ment to fit into this mold.  I contimplated what made a solid tank as it is easy for spell casters or other high tier classes to get around the guy/girl there in full plate.  I see it as there needs to be flexability in a class to do the job well.  Plus being able to keep the baddie on them so that the other party members can take down said baddie. 
: Re: Optimizing a Character Concept: The Tank
: CantripN October 05, 2011, 03:18:06 PM
I agree with all of the above. A tank is a viable option in 3.5e, but it's even better a full-caster.

The best tank I'd faced was a Psionic Gish PC with hilarious reach (30" or more), Stand Still, the Mage Slayer line of feats, and a REALLY powerful defence and offence. The guy could shut down an equal level PARTY all alone - and we were all optimized, heavily.

Tanking is about being a Battlefield Control spell, but doing it in a way that's better than any spell could - that is, being able to react to the situation, and alter your tactics.
: Re: Optimizing a Character Concept: The Tank
: KellKheraptis October 05, 2011, 03:26:02 PM
I agree with all of the above. A tank is a viable option in 3.5e, but it's even better a full-caster.

The best tank I'd faced was a Psionic Gish PC with hilarious reach (30" or more), Stand Still, the Mage Slayer line of feats, and a REALLY powerful defence and offence. The guy could shut down an equal level PARTY all alone - and we were all optimized, heavily.

Tanking is about being a Battlefield Control spell, but doing it in a way that's better than any spell could - that is, being able to react to the situation, and alter your tactics.

Mind sharing the stats on that monster, Cantrip?
: Re: Optimizing a Character Concept: The Tank
: CantripN October 05, 2011, 03:41:36 PM
I agree with all of the above. A tank is a viable option in 3.5e, but it's even better a full-caster.

The best tank I'd faced was a Psionic Gish PC with hilarious reach (30" or more), Stand Still, the Mage Slayer line of feats, and a REALLY powerful defence and offence. The guy could shut down an equal level PARTY all alone - and we were all optimized, heavily.

Tanking is about being a Battlefield Control spell, but doing it in a way that's better than any spell could - that is, being able to react to the situation, and alter your tactics.

Mind sharing the stats on that monster, Cantrip?

I'd love to. Except I don't have them. I'll try to get the guy to send me the sheet.

He played it three times - once as a PC in my game (powerful), once as a PC in my game (gestalt, crazy powerful), once as an NPC in his game (gestalt, CRAZY SUPER POWERFUL - 4 levels above us, though).

What I do know he had:
Race - Elan.
Weapon - Spiked Chain.
Feats - Deformity (Tall) + Abberant Reach, Mage Slayer line, Improved Elan Resilience.
Powers - Precognitive..., Expansion, Share Pain, Vigor.

He also had a feat that let him make an AoO on Swift Action spells, but I'm not sure if it's the one from ToM or it's from Dragon.

Sadly, I don't know enough about Psionics to recreate it. I know the little above, but not much more.
: Re: Optimizing a Character Concept: The Tank
: Nachofan99 October 05, 2011, 03:58:59 PM
I think too much time is spent thinking about the thick slabs of steel covering the tank, and not enough about the massive cannon and treads.

The treads represent mobility as others have pointed out.  Because your cannon tends to have a melee range, even with absurd amounts of reach, you're still a short range threat.  That means you need to be able to get anywhere on the battlefield and quickly.  That means being able to move through Grease/Tentacles/Rough Terrain etc and still being able to reach your target.  Sudden Leap/Travel Devotion/Teleportation+Shadowpouncing are all means to do this at *all* levels of play, and I feel that some or all of these methods are essential.

The cannon is your main tool to provide "threat"; I'm talking about the threat of instant ignominious death.  Who cares about Daze/Standstill when you 1 shot people?  The neat thing - Power Attack, Leap Attack, Shock Trooper, Valorous Weapon, Battlejump, Multipouncing - pick 3 and you still do PLENTY of damage.  You don't NEED to kill things by an extra 9001 damage.

Basically, I think Uberchargers are the best tanks because they have very large cannons and, in general, get some kind of added mobility to enable their charging.  The funny thing about Uberchargers is that they lack the thick steel plates that other people envision on their tanks.  In fact, I look at not getting a huge AC, or rather, completely and entirely dumping AC via Rage+Shocktrooper as a bonus; now the massed group of mooks WANTS to attack you, because you ARE the easiest guy to hit.  Besides, MASSIVE Fort save, possible MASSIVE Will save via Steadfast Determination, and MASSIVE HP are all you need to survive a lot of different attacks. 

Think about it - do you want to hit the guy who just charged while raging+shock troopering with -7 AC (yeah negative 7 - and this ain't THAC0 we're talking about) - or do you want to try and hit the Wizard with 18+ AC...with mirrorimages and displacement/blur who is flying and you can't get to anyways? 

All I have to say is 2 out of 3 ain't bad!
: Re: Optimizing a Character Concept: The Tank
: Shiki October 05, 2011, 04:04:19 PM
^So... Hood? etc..
: Re: Optimizing a Character Concept: The Tank
: Aliek October 05, 2011, 04:47:01 PM
Tanks can get pretty gear and feat intensive, but the feat part can be amenized by a couple dips, such as fighter 2 or psywar 2, feat rogue 1 maybe. That's huge, and shouldn't be a problem, especially if you're using partial BAB stacking. With a totem barbarian dip, you can become an absurdly strong menace by level 6 already. Heck, if you wished to, you could go ur-priest, crusader, rkv next and still have divine 9s, and break the action economy.
Well, my point is, altough it can be said the same for mostly every single build, if you get your "core" out of the way earlier, you have more "space" left for later. You basically need a way to get close to your enemies, utterly destroy them and walk away alive, maybe even unscathed.

By the way, I've read that term used sometimes, but what would be multipouncing?
: Re: Optimizing a Character Concept: The Tank
: Lycanthromancer October 05, 2011, 04:50:36 PM
By the way, I've read that term used sometimes, but what would be multipouncing?
That's getting more than one full attack on a charge.

Take a psychic warrior build that uses Psionic Lion's Charge and Linked Power (from CPsi), for instance. Round 1, you manifest two powers, each Linked with PLC (which goes off next round). Then on round 2, you charge and manifest PLC again. The two PLCs you manifested last round go off, and suddenly you can full attack 3 times, in addition to the attack you get as a standard part of a charge action.
: Re: Optimizing a Character Concept: The Tank
: Nachofan99 October 05, 2011, 04:53:09 PM
A little less "Hood" and a little more "Barbarian" - at least in flavor.  But yeah, Hood definitely fits.

Lycan beat me to MP answer.  Also, while it's not "multipouncing" extra Full Round attacks via Teleportation (Crinti Marauder/Teflammar Shadowlord/Blade of Orien etc) is basically the same deal - I get that charging isn't as much involved but it's damage + manueverability which is what I'm looking at in a tank.
: Re: Optimizing a Character Concept: The Tank
: CantripN October 05, 2011, 04:57:26 PM
I'd like to add something of the 4e mentality, here. Yes, 4e, of all things.

A Defender, which is what you are, does not mean to focus fire on himself. His stated goal is to make the enemy have a choice that's limited to lose/lose/lose. That means that you work by making the enemy unable to do what it wants, be it moving, attacking someone else or hitting. It does NOT mean you want to get hit - although if you have things like Robilar's Gambit, you might seem to encourage it - your real goal is to make the enemy have a pick of some very nasty options, essentially making it want to sit down and cry.

A Tank is just one means to play such a PC, but it's an effective one. It doesn't mean you're suicidal - a Hood capacity is nice, but it's best not to die.
: Re: Optimizing a Character Concept: The Tank
: snakeman830 October 05, 2011, 05:48:34 PM
Notice that the three things I set out above do not mean "heavily armored guys that takes hits for the party".  They mean "guy that can stop the enemies from hitting the party and not be stopped from this task".  Being hit is not a part of being a tank.  Stopping your allies from being hit is.
: Re: Optimizing a Character Concept: The Tank
: weenog October 05, 2011, 06:05:16 PM
Well very high (and reliable) damage output is just one of several ways to take care of the Control aspect.  In addition to it being very difficult to continue being aggressive when you're no longer alive (undead don't count), if your options are "eliminate That Guy or suffer a messy end right quick" you tend to make That Guy your priority target even if he doesn't have a mechanic that forces you to.  If That Guy is your top priority, the other guys he's trying to keep you from messing with are not, and he's winning.
: Re: Optimizing a Character Concept: The Tank
: veekie October 05, 2011, 07:09:48 PM
Notice that the three things I set out above do not mean "heavily armored guys that takes hits for the party".  They mean "guy that can stop the enemies from hitting the party and not be stopped from this task".  Being hit is not a part of being a tank.  Stopping your allies from being hit is.
It does however, help if your tank can take hits, because if hes stopping enemies from hitting everyone else they're going to hitting him, and most 'tanks' can't even take one salvo.
: Re: Optimizing a Character Concept: The Tank
: snakeman830 October 05, 2011, 08:02:02 PM
Notice that the three things I set out above do not mean "heavily armored guys that takes hits for the party".  They mean "guy that can stop the enemies from hitting the party and not be stopped from this task".  Being hit is not a part of being a tank.  Stopping your allies from being hit is.
It does however, help if your tank can take hits, because if hes stopping enemies from hitting everyone else they're going to hitting him, and most 'tanks' can't even take one salvo.
A tank needs to be able to take some hits, but you're working off of the assumption that the enemies not being able to attack the tank's allies automatically means that they can target the tank.  This isn't necessarily true.  Some of the best ways to stop them from attacking allies leaves them unable to attack anyone, including the tank.
: Re: Optimizing a Character Concept: The Tank
: JaronK October 05, 2011, 08:20:10 PM
Indeed, for example the shield charger builds I listed, that like to daze and trip enemies so they can't do anything.

JaronK
: Re: Optimizing a Character Concept: The Tank
: bkdubs123 October 05, 2011, 08:49:17 PM
The problem I have with the "nuclear deterrent" strategy of tanking is that, if the "tank" of the group is so threatening that he is able to focus fire on himself by the simple virtue that he can win the encounter by himself... then he can win the encounter by himself and doesn't need a party to protect. Worse, since D&D is a team game, the other members of his party will feel useless if the tank can kill everything without their assistance.

The counterpoints are obvious: "well, he can't kill what he can't hit;" or "just mind rape him!" Of course, if those things are true of the tank, then he's not a very good tank is he? He's not much of a threat to the enemy if they can just fly around him or charm/compel/dominate him.

So, the notion that a good tank must be able to kill everything, must be able to solve all mobility/logistics issues, and must be immune to mind-afflicting effects is... a loaded one to put it delicately. To put it more bluntly I'd say it's a paradox. A tank that doesn't need a party isn't tanking anything, but a tank that can't do those things can't serve his purpose.
: Re: Optimizing a Character Concept: The Tank
: JaronK October 05, 2011, 08:58:26 PM
Hence doing a shield charger (Daze/Trip enemies) instead of a charger (Kill instantly).

JaronK
: Re: Optimizing a Character Concept: The Tank
: weenog October 05, 2011, 09:14:50 PM
The problem I have with the "nuclear deterrent" strategy of tanking is that, if the "tank" of the group is so threatening that he is able to focus fire on himself by the simple virtue that he can win the encounter by himself... then he can win the encounter by himself and doesn't need a party to protect. Worse, since D&D is a team game, the other members of his party will feel useless if the tank can kill everything without their assistance.

This is not wrong, this is an ideal to strive for, and what the lying sourcebooks have been selling with class descriptions from the beginning.  The combat specialist should be the MVP and at a major advantage, even so far as being able to solo the encounter, when the encounter is combat.  This is no different from the wizard being your go-to guy when dealing with an arcane mystery, or the bard or face rogue handling social intrigue situations, or your regular rogue handling trap-fests and puzzle locks and the like.  Only difference is, apparently everyone should get a chance to be a rock star in combat, plus handling their other stuff, so the combat specialists who sacrifice everything for combat wind up looking dumb.  Combat specialists being unable to even survive combat is a different issue, mainly of the CR system being totally fucked, and Team Monster playing by drastically different rules.
: Re: Optimizing a Character Concept: The Tank
: bkdubs123 October 05, 2011, 09:27:40 PM
Setting aside that the game wasn't designed properly, that's not what 3.5 is supposed to be. It was closer to that in older editions when there was no Sneak Attack or Backstab, there was merely the Thief class, and that's all he was. But in 3.5 everyone is supposed to be able to carry their weight in combat, and 90% of the game is combat. If puzzle challenges or social encounters were as mystifying and exciting as 3.5 combat, then sure we could go back to having the Fighter rule all combat encounters. But since that's not the case, all classes need to be reasonably competent at combat.

I thought this was a discussion of tanking not a discussion of how poorly designed 3.5 is, or how it might be nicer if the game worked in some other ways.
: Re: Optimizing a Character Concept: The Tank
: weenog October 05, 2011, 09:46:38 PM
Your objection to tanks having working main guns is rooted in the screwed up design of 3.5, so I don't know what you want here.
: Re: Optimizing a Character Concept: The Tank
: bkdubs123 October 05, 2011, 09:53:50 PM
Your objection to tanks having working main guns is rooted in the screwed up design of 3.5, so I don't know what you want here.

I think you're misunderstanding me. I'm objecting to the notion that a tank needs to be able to solo encounters to be a tank. Because that's what a lot of the recent comments about what a tank should be able to do amount to. A "working main gun" =/= able to kill everything by myself.

If you think that a "combat character" should be able to solo combat encounters with little difficulty, then you'd have to redesign the entire fucking game. It's easier to simply ramp up the classes and options that aren't viable in combat to make them competent than it is to radically alter the entire structure of the game and change it from a combat sim to a 33/33/33 split between combat, social intrigue, and puzzle/mystery solving.
: Re: Optimizing a Character Concept: The Tank
: snakeman830 October 05, 2011, 10:28:00 PM
So, what's wrong with tanks that daze, trip, bull rush, stun, etc. the enemies, but not so much damage?  They stop the enemies from harming their teammates, but they don't end the encounter by themselves.

In 3.5, I think this is the form the "tank" needs to take to make it a team game.
: Re: Optimizing a Character Concept: The Tank
: bkdubs123 October 05, 2011, 10:43:48 PM
So, what's wrong with tanks that daze, trip, bull rush, stun, etc. the enemies, but not so much damage?  They stop the enemies from harming their teammates, but they don't end the encounter by themselves.

In 3.5, I think this is the form the "tank" needs to take to make it a team game.

There's nothing wrong with that as long as the tank isn't able to dazetripknockback lock all the enemies all the time. Because, again, if that's the case he can just win every encounter by himself, it just takes longer. There's been a lot of talk over the years of the BSF being a Wizard's packmule/clean up crew, and it's been fairly established that the phenomenon is a Bad ThingTM. Which I would agree with. That doesn't make the solution to the problem turning the paradigm on its head and making the BSF the character that wins the encounter and his allies the packmules and clean up. That's just shifting the goal posts.

I guess the point I'm trying to make is that characters can fail sometimes. That's why D&D is designed as a game for a party of 4 characters. A Tank doesn't have to be able to completely control every enemy in every round in every encounter to be effective. Any character with that degree of effectiveness in combat doesn't particularly benefit from having friends around. No character should be fully dependent on his allies to survive, but no character should be able to solo everything either. There is a middle ground.
: Re: Optimizing a Character Concept: The Tank
: Midnight_v October 05, 2011, 11:17:07 PM
So, what's wrong with tanks that daze, trip, bull rush, stun, etc. the enemies, but not so much damage?  They stop the enemies from harming their teammates, but they don't end the encounter by themselves.

In 3.5, I think this is the form the "tank" needs to take to make it a team game.

There's nothing wrong with that as long as the tank isn't able to dazetripknockback lock all the enemies all the time. Because, again, if that's the case he can just win every encounter by himself, it just takes longer. There's been a lot of talk over the years of the BSF being a Wizard's packmule/clean up crew, and it's been fairly established that the phenomenon is a Bad ThingTM. Which I would agree with. That doesn't make the solution to the problem turning the paradigm on its head and making the BSF the character that wins the encounter and his allies the packmules and clean up. That's just shifting the goal posts.

I guess the point I'm trying to make is that characters can fail sometimes. That's why D&D is designed as a game for a party of 4 characters. A Tank doesn't have to be able to completely control every enemy in every round in every encounter to be effective. Any character with that degree of effectiveness in combat doesn't particularly benefit from having friends around. No character should be fully dependent on his allies to survive, but no character should be able to solo everything either. There is a middle ground.
A middle ground? Is there? Is there really?

Okay there might be a middle ground but THIS game doesn't support that.
That middle ground is illustrated in my mind by World of Warcraft I played it for a year or so till cataclysm came out, and no one can do important dungeons by themselves.
I'm not sure that I want to play that as a TTRPG.

  That middle ground is a in my head very hard to broach right now in the 3.5 ruleset because of the way mosters interact and moreso because there are already characters via spell mostly that totally Do win encounters by themselves All(or at least a vast majority( of the time).

The concept of th tank just doesn't matter unless someone needs protecting.

Also, the idea that characters can fail sometimes needs exploring. . . I disagree with this:
That's why D&D is designed as a game for a party of 4 characters.
Thats just patently untrue. Thats a holdover, and a holdover from Gygaxian times when dwarves couldn't use magic because "gimli wasn't a mage" and what have you.
4 is the magic number for a party ... arbitrarily.
Especially, when you take 3.5 design into account, they knew all that we know and still made some characters able to bend reality and time and other characters that simply cannot.
: Re: Optimizing a Character Concept: The Tank
: Nachofan99 October 06, 2011, 11:49:14 AM
The counterpoints are obvious: "well, he can't kill what he can't hit;" or "just mind rape him!" Of course, if those things are true of the tank, then he's not a very good tank is he? He's not much of a threat to the enemy if they can just fly around him or charm/compel/dominate him.

I disagree strongly.  If they are Dominating your Tank instead of the guy that can Dispel the Tank or Dominate the Dominator or re-Dominate the Tank, your Tank IS a good tank.  If the tank is forcing reactions then, usually because action economy tends to be in the PC party favor, you are automatically winning due to action economy.

(Preface: I do not think the shield charger is bad for a typical tank concept - just that I don't think it works in 3.5 as well as Ubercharging in general.  Also, I think the Bulldozer build does what the shield build wants to do but better.  Shield Slam is *really* good!) 

The penalty for ignoring the shield basher is maybe I lose my turn, maybe I get tripped.  The penalty for ignoring a charger is maybe I'm just dead.  I get that you're getting many of the same damage feats - but you're getting them later.  Shock Trooper 9, Leap Attack 12 according to an old build posted by you - typical charger builds are online at 6th and can start exploding faces even earlier with Headlong Rush/Battlejump if so desired.  Before then shield bash is less than stellar - maneuvers or not.  It's also hard to deal with multiple large creatures because it's awkward to charge into a position where you can shield bash 2x guys if they are large size or bigger - with Ubercharging you just kill 1.

Agree with Midnight, this game don't have no middle ground either.
: Re: Optimizing a Character Concept: The Tank
: nijineko October 06, 2011, 02:14:10 PM
Thats just patently untrue. Thats a holdover, and a holdover from Gygaxian times when dwarves couldn't use magic because "gimli wasn't a mage" and what have you.

um. sorry, but back in the "gygaxian times" dwarves and elves were the only semi spell casters. sometimes only elves....
: Re: Optimizing a Character Concept: The Tank
: Midnight_v October 06, 2011, 02:38:09 PM
Thats just patently untrue. Thats a holdover, and a holdover from Gygaxian times when dwarves couldn't use magic because "gimli wasn't a mage" and what have you.

um. sorry, but back in the "gygaxian times" dwarves and elves were the only semi spell casters. sometimes only elves....
Well thats an aside, but, okay, in what book do dwarves get magic, in D&D?
: Re: Optimizing a Character Concept: The Tank
: Mooncrow October 06, 2011, 02:52:10 PM
Thats just patently untrue. Thats a holdover, and a holdover from Gygaxian times when dwarves couldn't use magic because "gimli wasn't a mage" and what have you.

um. sorry, but back in the "gygaxian times" dwarves and elves were the only semi spell casters. sometimes only elves....
Well thats an aside, but, okay, in what book do dwarves get magic, in D&D?

Hmm, I know for certain they could be clerics by the time Unearthed Arcana rolled out for 1e; not sure if they got it before then.
: Re: Optimizing a Character Concept: The Tank
: Midnight_v October 06, 2011, 03:35:38 PM
Thats just patently untrue. Thats a holdover, and a holdover from Gygaxian times when dwarves couldn't use magic because "gimli wasn't a mage" and what have you.

um. sorry, but back in the "gygaxian times" dwarves and elves were the only semi spell casters. sometimes only elves....
Well thats an aside, but, okay, in what book do dwarves get magic, in D&D?

Hmm, I know for certain they could be clerics by the time Unearthed Arcana rolled out for 1e; not sure if they got it before then.
Interesting. . . I have the D&D basic paperback, from back then along with palace of the silver princess and the sinister secret of salt marsh, so I'm talking probably before that book. Gygaxian days may have been too big a reign.
I guess I should say "In the first books" then. Though honestly I meant "Arcane Magic" giving no thought to divine magic at all.
So when was the first time you had a dwarf wizard?
: Re: Optimizing a Character Concept: The Tank
: CantripN October 06, 2011, 05:04:47 PM
Thats just patently untrue. Thats a holdover, and a holdover from Gygaxian times when dwarves couldn't use magic because "gimli wasn't a mage" and what have you.

um. sorry, but back in the "gygaxian times" dwarves and elves were the only semi spell casters. sometimes only elves....
Well thats an aside, but, okay, in what book do dwarves get magic, in D&D?

Hmm, I know for certain they could be clerics by the time Unearthed Arcana rolled out for 1e; not sure if they got it before then.
Interesting. . . I have the D&D basic paperback, from back then along with palace of the silver princess and the sinister secret of salt marsh, so I'm talking probably before that book. Gygaxian days may have been too big a reign.
I guess I should say "In the first books" then. Though honestly I meant "Arcane Magic" giving no thought to divine magic at all.
So when was the first time you had a dwarf wizard?
Small exceptions aside, 3e was it, far as I know.
: Re: Optimizing a Character Concept: The Tank
: Endarire October 06, 2011, 08:20:54 PM
3.x, from what I've found, isn't like WoW.  In 3.x, your side attacks them and hopes to take 'em out before they can act, because if their stuff lands, you're in big trouble.  In WoW, there's the padded sumo or punching bag effect.  Each side beats on the other and wears the other side down bit by bit.  (This assumes healers and tanks work well in raids.  Otherwise, Team Monstar wins.)

The closest 3.x has to this is the 'Whiff Fest,' especially at low levels.  When a "Fighter" has about a 50% chance to hit any armored foe, and foes have about the same chance to hit the "Fighter," things can take a long while.  Sure, grease and such can help, but there's no guarantees to even get a 70% hit chance then.
: Re: Optimizing a Character Concept: The Tank
: Mooncrow October 06, 2011, 08:24:19 PM
Thats just patently untrue. Thats a holdover, and a holdover from Gygaxian times when dwarves couldn't use magic because "gimli wasn't a mage" and what have you.

um. sorry, but back in the "gygaxian times" dwarves and elves were the only semi spell casters. sometimes only elves....
Well thats an aside, but, okay, in what book do dwarves get magic, in D&D?

Hmm, I know for certain they could be clerics by the time Unearthed Arcana rolled out for 1e; not sure if they got it before then.
Interesting. . . I have the D&D basic paperback, from back then along with palace of the silver princess and the sinister secret of salt marsh, so I'm talking probably before that book. Gygaxian days may have been too big a reign.
I guess I should say "In the first books" then. Though honestly I meant "Arcane Magic" giving no thought to divine magic at all.
So when was the first time you had a dwarf wizard?


Yeah, I'm pretty sure 3.0 was the first time dwarves got to be arcane casters; up until then they were pretty much limited to Fighter, Thief, or (later) Cleric
: Re: Optimizing a Character Concept: The Tank
: bkdubs123 October 07, 2011, 07:48:09 PM
Moral of this story is that tanking in 3.5 is not possible. Either you can't do it in any meaningful way, so you fail; or you can, but if you can you have the ability at your command to solo every encounter and would thus be better off trying to do just about anything other than tanking.
: Re: Optimizing a Character Concept: The Tank
: CantripN October 07, 2011, 07:53:21 PM
Moral of this story is that tanking in 3.5 is not possible. Either you can't do it in any meaningful way, so you fail; or you can, but if you can you have the ability at your command to solo every encounter and would thus be better off trying to do just about anything other than tanking.

Ah. No. There's just too many abilities to account for. It's quite possible to be effective, without killing EVERYONE and preventing EVERYTHING.
: Re: Optimizing a Character Concept: The Tank
: bkdubs123 October 07, 2011, 07:59:33 PM
Moral of this story is that tanking in 3.5 is not possible. Either you can't do it in any meaningful way, so you fail; or you can, but if you can you have the ability at your command to solo every encounter and would thus be better off trying to do just about anything other than tanking.

Ah. No. There's just too many abilities to account for. It's quite possible to be effective, without killing EVERYONE and preventing EVERYTHING.

That's not what Midnight_v, Nachofan99, or Weenog seem to believe. I recall saying that it's okay for characters to fail sometimes and being shouted down like an idiot. I would be led to believe that if you can't kill everything all the time you're a bad tank.
: Re: Optimizing a Character Concept: The Tank
: Kuroimaken October 07, 2011, 08:14:55 PM
Consider this for a minute. Let's say you've got an ubercharging teleport multipouncer type... Say, combining Battlejump with Dungeoncrashing Fighter for good measure.

Realistically speaking, this guy isn't a threat until what, the early teens? People are already flying by level 8. Now, when he DOES get to shine, he has at best three targets before running out of steam (assuming each pounce kills one and he doesn't get more actions). Even so, a natural one is a miss, so 5% of the time for EVERY ATTACK HE MAKES, there's a chance for his foes to survive. Unless he spends some more levels getting class features to alleviate that, we're talking about a real problem.

In the early levels, he's a target because he can deal a lot of damage, thus diverting attacks from his partymates - mission accomplished. After that, he's a regular party member for a while, then BAM! He becomes a threat again. This is particularly true if you can slap Delay Death and Beastland Ferocity on the sucker - then not only does he have to be disabled, he has to be disabled by means other than damage, which is something not every monster can do. If he can pump his Will save high enough (Moment of Perfect Mind anyone?), then even dominating him will cease as a viable tactic, but the enemy won't know that until it tries.
: Re: Optimizing a Character Concept: The Tank
: Midnight_v October 07, 2011, 08:44:36 PM
@ Bk
[spoiler]
Moral of this story is that tanking in 3.5 is not possible. Either you can't do it in any meaningful way, so you fail; or you can, but if you can you have the ability at your command to solo every encounter and would thus be better off trying to do just about anything other than tanking.

Ah. No. There's just too many abilities to account for. It's quite possible to be effective, without killing EVERYONE and preventing EVERYTHING.

That's not what Midnight_v, Nachofan99, or Weenog seem to believe. I recall saying that it's okay for characters to fail sometimes and being shouted down like an idiot. I would be led to believe that if you can't kill everything all the time you're a bad tank.
[/spoiler]Come on Bkdubs123 "shouted down like an idiot" = needless hyperbole, and frankly as one of the people on this board who I think I share a mutual respect with, I'd like to think we should be above it.
   I heard what you were saying and you never got back to me.

A middle ground? Is there? Is there really?

Okay there might be a middle ground but THIS game doesn't support that.
That middle ground is illustrated in my mind by World of Warcraft I played it for a year or so till cataclysm came out, and no one can do important dungeons by themselves.
I'm not sure that I want to play that as a TTRPG.

  That middle ground is a in my head very hard to broach right now in the 3.5 ruleset because of the way mosters interact and moreso because there are already characters via spell mostly that totally Do win encounters by themselves All(or at least a vast majority( of the time).

The concept of th tank just doesn't matter unless someone needs protecting.


Thats my initial thought on the matter, but lets entertain the idea shall we? Yes.
Tanking, 2 things
1. Aggro
2. Not dying.


So how do we get aggro in D&D.
Taunts:
Something lke the GOAD feat, (essentially a taunt, move action etc. will save or attack me.)
You can do that, its not horrible, however, people tend to be adverse to it.
It doesn't have to be a move action either, it can be a free action triggered by initiative or whatever but if this is the way you want to go with getting monster to attack you, I'd like to see it defined in a way that doesn't suck and mechnically it might need to be something that even dragons care about, so it requireing a saving throw might not be the best idea have fun figuring out what mechanic to use for that.
Be a threat:
There are a couple ways of doing this, but you have to DO something to be a threat.
Why? The default position of any reasonably intelligent creatures in D&D is kill the caster first if at all possible.
Theortically, a caster is easier to kill, they're dressed in cloth (not clerics) and they aren't giant bags of hp.
Realistically we know that isn't true but in someways its supposed to be. 
So you if you want to convince someone to NOT target your mages first have to be able to convice the opponent that you are as a credible threat as the guy over there chanting...
"...blackness without begining or end! One-eyed God imprisoned there.."
BE StiCKY!
This is the way tanking is usually done in D&D. You get all up in the opponents face and vigrously apply Attack of Oppurtunity based beating. Cutting off any action that provokes an AoO and then sometimes getting an AoO if they DO NOTHING. There are weaknesses to this approach too. Supernatural abilities normally Don't provoke (feat for that);
quickend spells dont' provoke (and there isn't a feat that stops that).
 This method does have some traction and works somewhat in D&D, though... you don't stop line of sight to the party though, but realistically as I stated at the begining.
Sticky is the art of attemping to turn yourself into a living battlefield control spellWhich in someways begs the question... why not have someone that casts BFC spells instead? They tend to call that guy "God", and Midnight_v doens't have a good answer for that at this moment, though maybe its the idea that someday once a campaign or so someone will hit you with antimagic field oblivion!(tm) though this might screw the tank as well depending on how much he's utilizing magic to stay strong.

Just my humle opinions. I'll dig up some working example of each.
I don't know of a build that uses Goad.
The frank and K Knight does the "I'm a threat" thing as a punisher mechanic.
Many Many sticky knights are floating around. Maybe a lil lock build is the best one, I prefer the black octopus... but that has a "main gun".
So thats how I see it. For aggro. I'll think up the "Office of not dying" in a sec. . .


: Re: Optimizing a Character Concept: The Tank
: bkdubs123 October 07, 2011, 08:45:22 PM
Are you trying to make some point? If so, it escapes me.

EDIT: Sorry, Midnight_v, talking to Kuroi. I'll get back to you.

That ubercharging teleport multipouncer is NOT tank. Further, all it does is illustrate my point. From what I can tell the people in the "nuclear deterrent" school of tanking aim for roughly a 95% chance to kill one creature per round via hit point damage. If you have less than a 95% chance, then you're a bad "tank." So you have countermeasures for flying, invisible, incorporeal opponents with mindrape (somehow you have the resources for all of this) and if you don't, then you're a bad "tank." So either you can kill everything all the time, which makes you a "good tank," or you don't which means you fail.

Can someone explain what I'm missing here? Preferably without being an asshole?
: Re: Optimizing a Character Concept: The Tank
: CantripN October 07, 2011, 08:50:39 PM
I'm with you, 123. Tanking is not about Aggro and surviving it. It's about controlling the battlefield, and not letting enemies do anything. The surviving it aspect is no different than any other PC's, and you have an easier time of it, what with all the control you have.

No, it's not perfect, but neither is a Wizard without the perfect spell for the job. Is it useless? Far from it.
: Re: Optimizing a Character Concept: The Tank
: bkdubs123 October 07, 2011, 09:05:45 PM
@Midnight: Maybe I got a bit more pissed off than I should have. I took a lot of what people were saying as pretty hostile and dismissive toward me when perhaps it wasn't meant to be.

The fact still remains that if there is no middle ground, then when I say tanking is impossible in D&D it must be true.

Moral of this story is that tanking in 3.5 is not possible. Either you can't do it in any meaningful way, so you fail; or you can, but if you can you have the ability at your command to solo every encounter and would thus be better off trying to do just about anything other than tanking.

If there's no middle ground this must be true. If there is a middle ground, then let's talk about what that is instead of telling me that I'm wrong.

For example, a lockdown tripper can make a good tank. But he can't automatically foil all actions all the time. He'll need assistance from his Wizard so he can see invisible dudes or whatever. The point is, he doesn't win encounters all by himself, and he's still a good tank. He protects his buddies because he actually needs their help as much as they need his protection. That's middle ground.

The fact still remains that D&D was designed for a 4 member party. This is not some arbitrary number. This is not bullshit I'm making up. This is not a holdover from when Gimli couldn't cast spells. This is a fact. Yes, it's true, the math that went hand in hand with the game design of a 4 member party was horrifically flawed, and the creative design that was built up around that flawed math was inherently unbalanced and absolutely biased. None of this changes that the game, and thus every published adventure, expects a party of 4 characters overcoming the challenges they face.
: Re: Optimizing a Character Concept: The Tank
: Midnight_v October 07, 2011, 09:51:42 PM
The fact still remains that D&D was designed for a 4 member party.

No.
No I'm never going to agree to that, because 4 was the number when the game was still emulating lord of the rings. 4 was always the number, its not iconic because of "the math" its iconic because someone long ago had a party with those people in it and it stuck.
I don't think its "bullshit you're making" up, I don't think you're lying for the hell of it, I just think you're wrong about that, but so be it, we're totally allowed to disagree. No hard feelings, there. The math being bad is a symptom of the disease. The disease being inherent limits of flesh vs magic. Though that a talk for another time. So I'm walking away from what D&D is "supposed to be" ...
If there's no middle ground this must be true. If there is a middle ground, then let's talk about what that is instead of telling me that I'm wrong.
I alredy started that from the begining.

That middle ground is a in my head very hard to broach right now in the 3.5 ruleset because of the way mosters interact and moreso because there are already characters via spell mostly that totally Do win encounters by themselves All(or at least a vast majority( of the time).

The concept of the tank just doesn't matter unless someone needs protecting.   

For example, a lockdown tripper can make a good tank. But he can't automatically foil all actions all the time. He'll need assistance from his Wizard so he can see invisible dudes or whatever. The point is, he doesn't win encounters all by himself, and he's still a good tank. He protects his buddies because he actually needs their help as much as they need his protection. That's middle ground.
  Again, they don't need his protection. . . and that maybe the problem really. We KNOW they dont' really need his protection. At level 1 its ND tanking, because the fighter kiills everything in 1 hit with a greatsword, beyond that GOD is the tank, and if its as CatnipN suggests "It's about control" then Conjuration contains the tanking billet in the party. 
This broaches the question in my mind; must the tank be That guy in full plate or is it "the guy who controls the battlefield" if you look at my previous post I touched on that. The art of becoming a bfc spelll. Which generally speaking actually do they're job ALL the time with few excetpions.

The Moral of the story that you put forth seem off is all, Tanking is not possible in 3.5 is not possible... for a variety of reasons, but mostly because of varied threats, and the fact that the people who don't need protecting can solo encounters all by themselves...
: Re: Optimizing a Character Concept: The Tank
: bkdubs123 October 07, 2011, 10:02:44 PM
So I'm walking away from what D&D is "supposed to be" ...

If we're walking away from what D&D is "supposed to be," then we're walking into house rules at best and magical tea party at worst. The game design is flawed, but if you ignore it entirely we're not even talking about D&D anymore.

The Moral of the story that you put forth seem off is all, Tanking is not possible in 3.5 is not possible... for a variety of reasons, but mostly because of varied threats, and the fact that the people who don't need protecting can solo encounters all by themselves...

Maybe a good tank class design is one that is able to, as an extraordinary ability, literally embody some of the best battlefield control there is... I'll try and look into this.
: Re: Optimizing a Character Concept: The Tank
: Midnight_v October 07, 2011, 11:08:54 PM
Maybe a good tank class design is one that is able to, as an extraordinary ability, literally embody some of the best battlefield control there is... I'll try and look into this.
:twitch
Don't rage... 9..8..7..3...2...1.

Rage: :shakefist
I'm so sick of that! Why the heck does it matter if its ex, sp, or su?  Is it so important that you work in an anitmagic field? That's all that qualifier means, mechanically, but socially, it's some kind of mote in God's(tm) eye, so if you're whole thing is "well this lets our Tank do his thing even when God(tm) is stuck in anti-magic". Though, consider how often people actually do that and note the only people who CAN do that are other casters, who normally aren't going to do that, and really won't let you do that to them. So why ex this at all? So as to maintain that the "tank" is the guy in fullplate with a greatsword? I don't find that to be a lofty goal at all Really.
Maybe a good tank class design is one that is able to, as an extraordinary ability, literally embody some of the best battlefield control there is... I'll try and look into this.
You are one of the HOMEBREW MASTERS BK, even the things I dont' particuly care for that you make are well made however...
To do the bolded section would mean then Bk that you've done exactly what you initially started arguing against, created a tank that works "all the time", having little or NO chance to fail, because thats what you're describing here.


: Re: Optimizing a Character Concept: The Tank
: Nachofan99 October 08, 2011, 01:10:31 AM
Moral of this story is that tanking in 3.5 is not possible. Either you can't do it in any meaningful way, so you fail; or you can, but if you can you have the ability at your command to solo every encounter and would thus be better off trying to do just about anything other than tanking.

Ah. No. There's just too many abilities to account for. It's quite possible to be effective, without killing EVERYONE and preventing EVERYTHING.

That's not what Midnight_v, Nachofan99, or Weenog seem to believe. I recall saying that it's okay for characters to fail sometimes and being shouted down like an idiot. I would be led to believe that if you can't kill everything all the time you're a bad tank.

Pardon me but, I included OBVIOUS flaws for said "Tank concept." 2.5 of them being 1) Bad AC  2) Possibly terrible Will Save 2.5) Not having Displacement/Mirror Image/Fly up and running, i.e. being able to actually be attacked. 

However, if you can't "kill everything all the time..." and you're not a caster, you ARE BAD; yes,  I will make that statement now. 

If you're a non-caster you have a limited use in D&D 3.5, period.  About the only "useful" thing that non-casters can do is hit things...hard.  If you're not hitting things hard, then you're probably a waste of space.    It doesn't matter if it's AoO's, TWF, Sneak Attack, Charging or Splitting Bow abuse - if you're a non-caster you need to be useful in combat somehow and the *easiest* most straight forward way is pure, raw, unadulterated damage.  There are lots of different ways to hit things hard.

There are only a small handful of specific things non-casters can do better than casters out of combat, and usually, spells eventually make casters able to do those things as well and better.  And yes, casters *can* do buckloads of damage, but BFC tends to be overall better; so let the mundanes finish people off and save spell slots.

As other people have said, logic dictates you geek the mage first (yeah Shadowrun we went there).  There has to be a pretty high incentive to NOT at least try to kill the guy that's about to blind you or summon a horde of probing black tentacles to slowly murder you - that incentive has to be something like a huge freakin' guy with a greatsword screaming at the top of his lungs heading straight for you; my suggestion is also that that huge freakin' guy is also wearing a loincloth so it looks like he SHOULD be easy to kill...but isn't.
: Re: Optimizing a Character Concept: The Tank
: Unbeliever October 08, 2011, 01:51:59 AM
Really ... is this another magic v. mundanes thread, now? 

Several posts up Midnight_V described, I think, the heart of a "tank."  You (1) deny the bad guys the opportunity to attack/harm/annoy your fellows, and (2) can survive the assaults of the bad guys yourself.  Whether that is done magically (greater mirror image, solid fog, etc.) or "mundanely" (insane AC and hp for level, thicket of blades + stand still, etc.) is of little consequence.  Without (1) you're just a BFC guy and not a tank, though there's some room for overlap. 

How many builds would it take, mundane or magical, to convince people this is a viable concept?  I think we can all whip up several that fulfill the criterion that Midnight_V set out.  The hardest, least well-supported option out there is the drawing aggro one, since Goad isn't great (though I can probably imagine a build that makes decent use of it).  Hell, I might let a creative Bluff or Intimidate check pull off something like that, depending on the circumstances.  If the goal was how to build the "iconic" tank -- the one that we probably all have in our head replete with full plate mail -- that might be another thread.  Although Cleric/Bone Knight is a tempting place to start.

Now, no one is contending that Tank is "the path to real ultimate powah"(tm).  Or, at least no one should be.  That wasn't what the OP was asking for, nor is it important.  I know I don't necessarily sit down to create the most powerful character I can for every game I play. 
: Re: Optimizing a Character Concept: The Tank
: bkdubs123 October 08, 2011, 02:47:00 AM
Maybe a good tank class design is one that is able to, as an extraordinary ability, literally embody some of the best battlefield control there is... I'll try and look into this.
:twitch
Don't rage... 9..8..7..3...2...1.

Rage: :shakefist
I'm so sick of that!

Don't rage! :(

Anyway, you're right, it hardly matters whether it's extraordinary or supernatural. Spell-like however brings a lot of baggage that the role probably doesn't need, but even still, having some spell-like capability on an otherwise supernatural class would also be just fine. So, I'll give you that argument.

You are one of the HOMEBREW MASTERS BK

Probably one of the nicest things anyone's ever said about my work, thank you very much. :blush

To do the bolded section would mean then Bk that you've done exactly what you initially started arguing against, created a tank that works "all the time", having little or NO chance to fail, because thats what you're describing here.

However, this is certainly not the case. At least not how I'm envisioning it. Like I said, I'll look into it, and I've thought of a few ways to try and make it work, and at low levels it seems to be good. My idea would basically be to give the class "stance-like" abilities to switch between different types of battlefield control and give them extra control kickers in addition that would give their attacks more of a hard edge. So, starting at 1st level, something like... everyone within 10ft moves at 1/2 speed and anyone in that area that's hit by one of the character's attacks must make a Balance check or fall down. And that would maybe just be a couple options among many for 1st level and as the class gains levels it gets more options and more powerful control? That was just my first thought anyway.
: Re: Optimizing a Character Concept: The Tank
: Midnight_v October 08, 2011, 03:05:10 AM
The tank is already made. Everyone should go and thank Uncle Frank and Keith. They're fucking visionaries.


Knight
"Do you hear me you big lizard? You unhand that young man this instant!"

Knights are more than a social position, in fact many knights don't have any social standing at all. These knight errants uphold the values of honor, and make a name for themselves adventuring.

Playing a Knight: A Knight has the potential to dish out tremendous damage to a single opponent, and it is tempting to think of them as monster killers. However, it is best to realize in advance that the Knight does not often realize their tremendous damage output. The threat of the Knight's Designate Opponent ability is just that – a threat. A Knight excels at defensive tasks, and attacking a Knight is often one of the least effective options an opponent might exercise.

So by making it be a logical combat action for your opponents to attack your party's defensive expert, you've really contributed a lot to the party. A Knight can take a lot of the heat off the rest of the party. So don't get frustrated if enemies constantly interrupt your Designate Opponent action – that's the whole point. A Knight's role is to protect others, and the best way you can do that is to provide a legitimate threat to your opponents.

Alignment: Many Knights are Lawful. But not all of them. You have to maintain your code of conduct, but plenty of Chaotic creatures can do that too.

Races: Knights require a fairly social background to receive their training. After all, a solitary creature generally has little use for honor. As such, while Knights often spend tremendous amounts of time far from civilization, they are almost exclusively recruited from the ranks of races that are highly urban in nature.

Starting Gold: 6d6x10 gp (210 gold)

Starting Age: As Fighter.

Hit Die: d12
Class Skills: The Knight's class skills (and the key ability for each skill) are Climb (Str), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Knowledge (History, Nobility, and Geography) (Int), Listen (Wis), Perform (Cha), Ride (Dex), Sense Motive (Wis), Spot (Wis), and Swim (Str).
Skills/Level: 4 + Intelligence Bonus
BAB: Good (1/1), Saves: Fort: Poor; Reflex: Poor; Will: Good

Level, Benefit
1 Designate Opponent, Mounted Combat, Code of Conduct
2 Damage Reduction
3 Energy Resistance, Speak to Animals
4 Immunity to Fear, Knightly Spirit
5 Command
6 Defend Others, Quick Recovery
7 Bastion of Defense, Draw Fire
8 Mettle, Spell Shield
9 Sacrifice
10 Knightly Order

All of the following are Class Features of the Knight class:
Weapon and Armor Proficiency: Knights are proficient with all simple weapons and Martial Weapons. Knights are proficient with Light, Medium, and Heavy Armor, Shields and Great Shields.

Designate Opponent (Ex): As a Swift Action, a Knight may mark an opponent as their primary foe. This foe must be within medium range and be able to hear the Knight's challenge. If the target creature inflicts ay damage on the Knight before the Knight's next turn, the attempt fails. Otherwise, any attacks the Knight uses against the opponent during her next turn inflict an extra d6 of damage for each Knight level. This effect ends at the end of her next turn, or when she has struck her opponent a number of times equal to the number of attacks normally allotted her by her Base Attack Bonus.
    Example: Vayn is a 6th level Knight presently benefiting from a haste spell, granting her an extra attack during a Full Attack action. On her turn she designates an Ettin as her primary opponent, and the Ettin declines to attack her during the ensuing turn. When her next turn comes up, she uses a Full Attack and attacks 3 times. The first two hits inflict an extra 6d6 of damage, and then she designates the Ettin as her opponent again. It won't soon ignore her![/list]

    Mounted Combat: A Knight gains Mounted Combat as a bonus feat at 1st level. If she already has Mounted Combat, she may gain any Combat feat she meets the prerequisites for instead.

    Code of Conduct: A Knight must fight with honor even when her opponents do not. Indeed, a Knight subscribes to honor to a degree far more than that which is strictly considered necessary by other honorable characters. Actions which even hint at the appearance of impropriety are anathema to the Knight:
    • A Knight must not accept undo assistance from allies even in combat. A Knight must refuse bonuses from Aid Another actions.
    • A Knight must refrain from the use poisons of any kind, even normally acceptable poisons such as blade toxins.
    • A Knight may not voluntarily change shape, whether she is impersonating a specific creature or not.
    • A Knight may not sell Magic Items.
    A Knight who fails to abide by her code of conduct loses the ability to use any of her Knightly abilities which require actions until she atones.

    Damage Reduction (Ex): A Knight trains to suffer the unbearable with chivalry and grace. At 2nd level, she gains Damage Reduction of X/-, where X is half her Knight level, rounded down.

    Energy Resistance (Ex): A Knight may protect herself from energy types that she expects. As a Swift Action, a 3rd level Knight may grant herself Energy Resistance against any energy type she chooses equal to her Knight Level plus her Shield Bonus. This energy resistance lasts until she spends a Swift Action to choose another Energy type or her Shield bonus is reduced.

    Speak to Animals (Ex): A Knight can make herself understood by beasts. Her steed always seems to be able to catch the thrust of anything she says. A 3rd level Knight gains a bonus to any of her Ride and Handle Animal checks equal to half her Knight Level. In addition, there is no limit to how many tricks she can teach a creature, and her Handle Animal checks are not penalized for attempting to get a creature to perform a trick it does not know.

    Immunity to Fear (Ex): At 4th level, a Knight becomes immune to [Fear] effects.

    Knightly Spirit (Ex): As a Move Equivalent Action, a 4th level Knight may restore any amount of attribute damage or drain that she has suffered.

    Command: A Knight gains Command as a bonus feat at level 5.

    Defend Others (Ex): A 6th level Knight may use her own body to defend others. Any ally adjacent to the Knight gains Evasion, though she does not.

    Quick Recovery (Ex): If a 6th level Knight is stunned or dazed during her turn, that condition ends at the end of that turn.
      Example: Vayn is hit by a mindblast and would be stunned for 7 turns. She misses her next action and then shakes off the condition ready to fight.[/list]

      Bastion of Defense (Ex): A 7th level Knight can defend others with great facility. All adjacent allies except the Knight gain a +2 Dodge bonus to their Armor Class and Reflex Saves.

      Draw Fire (Ex): A 7th level Knight can exploit the weaknesses of unintelligent opponents. With a Swift Action, she may pique the interest of any mindless opponent within medium range. That creature must make a Willpower Save (DC 10 + ½ Hit Dice + Constitution Modifier) or spend all of its actions moving towards or attacking the Knight. This effect ends after a number of rounds equal to the Knight's class level.

      Mettle (Ex): An 8th level Knight who succeeds at a Fortitude Partial or Willpower Partial save takes no effect as if she had immunity.
        For example, if Vayn was hit with an inflict wounds spell and made her saving throw, she would take no damage instead of the partial effect in the spell description (half damage in this case).[/list]
        Spell Shield (Ex): An 8th level Knight gains Spell Resistance of 5 + her character level. This Spell Resistance is increased by her shield bonus to AC if she has one.

        Sacrifice (Ex): As an immediate action, a 9th level Knight may make herself the target of an attack or targeted effect that targets any creature within her reach.

        Knightly Order: What is a powerful Knight without a descriptive adjective? Upon reaching 10th level, a Knight must join or found a Knightly order. From this point on, she may ignore one of the prerequisites for joining a Knightly Order prestige class. In addition, becoming a member of an order has special meaning for a 10th level Knight, and she gains an ability related to the order she joins. Some sample orders are listed below:
        • Angelic Knight The Angelic Knights are a transformational order that attempts to live by the precepts of the upper planes. An Angelic Knight gains wings that allow her to fly at double her normal speed with perfect maneuverability. Also an Angelic Knight benefits from protection from evil at all times.
        • Bane Knight The Bane Knights stand for running around burning the countryside with extreme burning. Bane Knights are immune to fire and do not have to breathe. In addition, a Bane Knight may set any unattended object on fire with a Swift Action at up to Medium Range.
        • Chaos Knight Chaos Knights stand for madness and Giant Frog. With the powers of Giant Frog, they can Giant Frog. Also their natural armor bonus increases by +5 and they are immune to sleep effects.
        • Dragon Knight Dedicated to the Platinum Dragon, the Dragon Knights serve love and justice in equal measure as dishes to those who need them. A Dragon Knight gains a +5 bonus to Sense Motive and any armor she wears has its enhancement bonus increased to +5 (it also gains a platinum sheen in the process, and as a side effect a Dragon Knight is never dirty for more than a few seconds).
        • Elemental Knight The Elemental Knights may be dedicated to a particular element, or somehow dedicated to all of them. An Elemental Knight can planeshift at will to any Inner plane or the Prime Material plane. Also, she is immune to stunning and always benefits from attune form when on any Inner Plane.
        • Fey Knight Using the powers of the Sprites, the Fey Knight has many fairy strengths. Firstly, she gains DR 10/Iron. Also, any of her attacks may do non-lethal damage at any time if this is desired. Also she never ages and does not need to drink.
        • Great Knight Clad in opulent armor, the Great Knight cares only for her own power. The Great Knight gains a +4 bonus on Disarm or Sunder tests, and gains a +4 Profane bonus to her Strength.
        • Hell Knight Forged in the sulphurous clouds of Baator, the Hell Knight is bathed in an evil radiance. In addition to being granted a ceremonial weapon made of green steel, a Hell Knight gains the coveted see in darkness ability of the Baatorians. Also, she has an inherent ability to know what every creature within 60' of finds most repugnant.
        • Imperial Knight The great Empire needs champions able to unswervingly support its interests, and the Imperial Knight is one of the best. She may impose a zone of truth at will as a Supernatural ability, and all of her attacks are Lawfully aligned. Also, she continuously benefits from magic circle against Chaos.




        : Re: Optimizing a Character Concept: The Tank
        : bkdubs123 October 08, 2011, 03:11:08 AM
        Sorry, but I actually really dislike the Tome Knight. Not because it's only 10 levels long (that's not even really true with Knightly Order), but because a) it's only source of credible damage is purely reactionary; and b) it's only great at protecting party members within its reach (which won't be very many). That's not a great tank in my opinion. If enemies do attack the Knight instead of his allies, and if his allies aren't right next to him all the time (which will be most of the time), then the Knight is just a big wall of hp.
        : Re: Optimizing a Character Concept: The Tank
        : Tr011 October 08, 2011, 12:22:03 PM
        I don't think the Knight is the answer since it's homebrew. The Knight from PHB2 is not, but what does that class miss that Frank's & Keith's Knight has?

        I think a real Tank needs lots of immunities (so he doesn't get useless in combat by panicking, getting stunned, getting dazed, dying by getting critted etc.) and a Tank needs some things the barbarian already gives: improved movement speed and high HP. Add some sort of healing (I'm NOT talking about Fast Healing 5 at lvl12, I mean things like Wrathful Healing) and resistances (DR, resistance or immunity to elements etc.) and you got someone who doesn't die. But he also needs more: Wings to fly (pretty easy by grafts) and sometimes/day short-ranged-teleportation.

        It was said a lot in this thread a Tank needs to hit hard, but I think that should not mean you instant-kill an enemy, Pounce to the next one and repeat... You just need to get an enemy down within some hits (maybe 2 for casters and 8 for HP-based monsters).
        I like what CantripN wrote on the first page:
        The best tank I'd faced was a Psionic Gish PC with hilarious reach (30" or more), Stand Still, the Mage Slayer line of feats, and a REALLY powerful defence and offence. The guy could shut down an equal level PARTY all alone - and we were all optimized, heavily.
        It shows once again, that reach is pretty much the key to make a Tank useful. You stick the enemies to stay around yourself, so they can either hit you or get huge hits by your weapon while walking away/casting (or better: you have standstill and they can't get away).
        : Re: Optimizing a Character Concept: The Tank
        : Unbeliever October 08, 2011, 12:23:09 PM
        I think bkdubs123 makes fair points.

        I was perfectly aware of the Tome Knight, actually I suspect almost everyone in this forum is to some degree, but I could totally be wrong.  Further, I think Midnight_V did summarize the relevant part of the Tome Knight class several posts up.  Which is to say, I don't think you need to work so hard to proselytize.  

        On occasion I've even considered playing a Tome Knight.  The Tome material overall makes me leery, though, as it comes from very different assumptions about the game than I and my gaming groups make.  And, I worry about importing just parts of it.  

        Also, will approximately 30 damage really make the difference?  At higher levels, will the possibility of taking an extra 10d6 damage per attack, so say maybe something on the order of 60 damage (assuming 2 attacks hit, which is already going to potentially require some work to move around the battlefield, depending on what other house rules you use) really going to deter that Pit Fiend from laying into the Mage?  

        That being said, I like a lot of the Tome Knight.  And, I think it's pretty well thought-out:  e.g., you can't easily just circumvent its Designate Opponent ability with AoEs b/c of its Defend Others ability.  It's simply not the only way to build a Tank, and it's a little silly to suggest that it is.  If I thought that was the case, I'd just go play 4E.  It has strengths and weaknesses, which, I think, is only appropriate.  

        P.S.:  I don't want to turn this into a thread about Tome, that's a subject for another time, but if I had oodles of time I'd probably love to go through and tweak or lift the things I like most in it.  
        : Re: Optimizing a Character Concept: The Tank
        : Midnight_v October 08, 2011, 01:07:56 PM
        No.  :nonono
        Just no.
        You're setting up some paradigm's that are totally out of synch. Well not troll1 but that in a second.
        @BkDubs123
        [spoiler]
        a) it's only source of credible damage is purely reactionary
        Okay well, to be fair it would access to tome feats and as much as I hate to say it items. Blitz which add's damage = to your base attack bonus is pretty vaild along with murderous intent and combat school. You can rack up some healthy damage even without knights challenge.
        b) it's only great at protecting party members within its reach (which won't be very many).

        That... thats not really true. Heres why:
        Designate Opponent works at "medium range"! and thats the primary aggro mechanic. Draw fire is the aggro mechanic vs Mindless opponent and it works at what? Meduim range. Bastion of Defense actually just blankets the party with a +2 ac and reflex save. The only mechanics that works for the adjacent ally is: Sacrifice and Defend others.
        It also adresses some of what NachoFan99 was saying:
        Pardon me but, I included OBVIOUS flaws for said "Tank concept." 2.5 of them being 1) Bad AC  2) Possibly terrible Will Save 2.5) Not having Displacement/Mirror Image/Fly up and running, i.e. being able to actually be attacked.
        [/spoiler]
        @Unbeliever
        [spoiler]
        Further, I think Midnight_V did summarize the relevant part of the Tome Knight class several posts up.
        Did I? I dont' remember mentioning it before...
        Which is to say, I don't think you need to work so hard to proselytize.
        It was  meant to be funny, unbeliever, that is all.
        On occasion I've even considered playing a Tome Knight.  The Tome material overall makes me leery, though, as it comes from very different assumptions about the game than I and my gaming groups make.  And, I worry about importing just parts of it. 
        Well thats kind of a big part of the problem people look at it and get leery and some of that is the way it written but its foolish to be afraid to import PARTS of it. Also, not turning into the tome thread but SOME of those diffrent from you and your gaming group, are likely correct, no offense. No group has all the answers. Not even the people who make the game.
        Also, will approximately 30 damage really make the difference?
        It affects every attack you make. So if you hit with both your attacks etc its more like 60 damage a round more if you use the tome feats. However, note that one of the more important assumptions is that the bab bonus scales better so you don't attack at 20/15/10/5.
         Lastly, the Knightly order prcs have other things going for them, aside from "more damage" hell the angelic knights gain wings. One of the biggest issues w/tanking is "getting there"
        really going to deter that Pit Fiend from laying into the Mage?
        maybe, maybe not, but giving it enough damage to do so, would offend some people. Bkdubs speaks above about Nuclear Deterent tanking and how thats not his vision of the tank, so it has a small line to work on for damage before people start complaining. Also, thtas 60 bonus damage per attack, in addition to whatever damage a 20 level Knight would otherwise be doing[/spoiler]
        @Troll1
        [spoiler]
        I don't think the Knight is the answer since it's homebrew.

        Okay, I respect your right to totally refuse to use homebrew. Good on ya.
        The Knight from PHB2 is not, but what does that class miss that Frank's & Keith's Knight has?
        Apparently unbeliever was mistaken, I didn't think everyone had seen it. I posted it so you could see, people who hadn't had a chancet to look. The phb 2 knight doesn't really do very much at all. Here's the link to the web preview. The Official Knight  (http://www.wizards.com/default.asp?x=dnd/ex/20060501a&page=2)
        I think a real Tank needs lots of immunities (so he doesn't get useless in combat by panicking, getting stunned, getting dazed, dying by getting critted etc.) and a Tank needs some things the barbarian already gives: improved movement speed and high HP. Add some sort of healing (I'm NOT talking about Fast Healing 5 at lvl12, I mean things like Wrathful Healing) and resistances (DR, resistance or immunity to elements etc.) and you got someone who doesn't die. But he also needs more: Wings to fly (pretty easy by grafts) and sometimes/day short-ranged-teleportation.
        Okay. This implies to me that you didn't read the class that I posted at all.
        I want you to understand that this is a class and really a system that allows for all the things you ask for above. Normally when people make the list of complaints and I point that out they go "Nu-uh, it TOME Material" Which is sad really but thats what I find, though I get you on the Homebrew no-go at all.

        It was said a lot in this thread a Tank needs to hit hard, but I think that should not mean you instant-kill an enemy, Pounce to the next one and repeat... You just need to get an enemy down within some hits (maybe 2 for casters and 8 for HP-based monsters).
        Same as above statment, and Unbeleiver was stating that its just not enough bonus damage but it really probbably is.
        The best tank I'd faced was a Psionic Gish PC with hilarious reach (30" or more), Stand Still, the Mage Slayer line of feats, and a REALLY powerful defence and offence. The guy could shut down an equal level PARTY all alone - and we were all optimized, heavily.

        It shows once again, that reach is pretty much the key to make a Tank useful. You stick the enemies to stay around yourself, so they can either hit you or get huge hits by your weapon while walking away/casting (or better: you have standstill and they can't get away).
        Practical Tanking with existing material dictates that the "sticky knight" is one of the ways to go. "Sticky Gish" works just as well or better.  I would use either a wu-jen, or a cleric for this purpose. LIkely a cleric with the glory domain, someone did it with a build call facored soulzilla but really I'm just getting giantsize the spell, onto a build an using the same tactics as any other tank. I also like the caster tank for its ability to set up fields of darkness or walls or arbitrarium to protect his party from line of sight on a whim. You and I talking about practical tanking is ALMOST a min/max issue though. . .   [/spoiler]
        : Re: Optimizing a Character Concept: The Tank
        : veekie October 08, 2011, 01:49:40 PM
        Notice that the three things I set out above do not mean "heavily armored guys that takes hits for the party".  They mean "guy that can stop the enemies from hitting the party and not be stopped from this task".  Being hit is not a part of being a tank.  Stopping your allies from being hit is.
        It does however, help if your tank can take hits, because if hes stopping enemies from hitting everyone else they're going to hitting him, and most 'tanks' can't even take one salvo.
        A tank needs to be able to take some hits, but you're working off of the assumption that the enemies not being able to attack the tank's allies automatically means that they can target the tank.  This isn't necessarily true.  Some of the best ways to stop them from attacking allies leaves them unable to attack anyone, including the tank.
        It helps if you can survive a salvo at least. When Designated Melee dies to full attacks(well ok, everything dies to full attacks that connect), it means meleeing is buggered out of the gate to begin with.

        Plus you kinda want some padding for all the other ways to take you out.