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D&D Older Editions
3.5 ShielMaster/Crusader worth for tanking?
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<blockquote data-quote="cjosephs1s" data-source="post: 5738059" data-attributes="member: 6683450"><p>1. How would someone "kite' you with magic? And no..dont' use ranged weapons. Crusaders are melee builds and have almost no business even owning them. And if a monster is that tough, run. But odds are your DM isn't going to put you against monsters that will flat out kill you. </p><p> </p><p>2. This is where understanding of the game really comes into play. This is why you're having a hard time grasping this "AC balance" concept. Its much less costly to add AC to a character than to take it away. So its kind of a balancing act between being at that point where you get hit just enough, with just enough damage, to keep Steely Resolve and Furious Counterstrike up and almost maxed or maxed all the time. This is where experience of playing the game will come in. And that's why I was hoping for some feedback on where my AC stood. I think the AC is fine where it is and if it progresses normally throughout 20 levels it should be a decent balance. If more is needed then spend the money to switch out armor to an equivalant Mithril Full Plate. If even more is needed, then look into items that give Natural Armor bonuses. If even more is needed look into items that give spell like buffs to AC. But once again this is a balancing act and its cheaper to buy more AC than to lose AC. </p><p> </p><p>3. This is why I went with a 1h weapon and shield build. So it meets the requirement of not having a 2h weapon. Ethereal creatures can show up at just about any level. Thats why I gave the weapon a slot for an Augment Crystal (look in the Magic Item Compendium for these items and their rules). There are also weapon properties to counter etherialness but the Augment Crystals are better solutions as they aren't permanant enchants and can be switched out for different situations. </p><p> </p><p>Sword of the Planes doesn't work well for that. It just gives a bigger enhancement bonus when <em>you and the sword</em> are on a different plane or against creatures from a different plane as specified by the description. Ethereal creatures are on the Ethereal plane and have a base 50% miss chance with magic weapons. Sword of the planes doesn't counter this miss chance. Look up the Ghost touch property to better understand what it takes to hit Etheral creatures.</p></blockquote><p></p>
[QUOTE="cjosephs1s, post: 5738059, member: 6683450"] 1. How would someone "kite' you with magic? And no..dont' use ranged weapons. Crusaders are melee builds and have almost no business even owning them. And if a monster is that tough, run. But odds are your DM isn't going to put you against monsters that will flat out kill you. 2. This is where understanding of the game really comes into play. This is why you're having a hard time grasping this "AC balance" concept. Its much less costly to add AC to a character than to take it away. So its kind of a balancing act between being at that point where you get hit just enough, with just enough damage, to keep Steely Resolve and Furious Counterstrike up and almost maxed or maxed all the time. This is where experience of playing the game will come in. And that's why I was hoping for some feedback on where my AC stood. I think the AC is fine where it is and if it progresses normally throughout 20 levels it should be a decent balance. If more is needed then spend the money to switch out armor to an equivalant Mithril Full Plate. If even more is needed, then look into items that give Natural Armor bonuses. If even more is needed look into items that give spell like buffs to AC. But once again this is a balancing act and its cheaper to buy more AC than to lose AC. 3. This is why I went with a 1h weapon and shield build. So it meets the requirement of not having a 2h weapon. Ethereal creatures can show up at just about any level. Thats why I gave the weapon a slot for an Augment Crystal (look in the Magic Item Compendium for these items and their rules). There are also weapon properties to counter etherialness but the Augment Crystals are better solutions as they aren't permanant enchants and can be switched out for different situations. Sword of the Planes doesn't work well for that. It just gives a bigger enhancement bonus when [I]you and the sword[/I] are on a different plane or against creatures from a different plane as specified by the description. Ethereal creatures are on the Ethereal plane and have a base 50% miss chance with magic weapons. Sword of the planes doesn't counter this miss chance. Look up the Ghost touch property to better understand what it takes to hit Etheral creatures. [/QUOTE]
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3.5 ShielMaster/Crusader worth for tanking?
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