• NOW LIVE! Into the Woods--new character species, eerie monsters, and haunting villains to populate the woodlands of your D&D games.

D&D 3E/3.5 3.5 ShielMaster/Crusader worth for tanking?

AC is not invulnerability. It is simply a stat that reduces the likelihood of being hit by certain attacks. Even when you have a high AC though, you can still be hit by opponents who roll a 20 on their dice, or target such things as your saves. Many things don't even need to target any of your defenses to screw you over.

So you mean it's a "get hit or not" stat? that's pretty much what I meant with it being "invulnerability"

I recommend you toss out EVERYTHING you've learned from other games (including the archetype of tank)

Sorry, never ever gonna happen, I love tanking so much I even able to tank in a freaking space combat simulator.

You might be able to get some practice in the Play By Post area both here and on other forums. If you haven't already, the official forums are a good place to help get acquainted with D&D. Whoops! Browser Settings Incompatible

Gonna check them out, thanks :)
 
Last edited:

log in or register to remove this ad

So you mean it's a "get hit or not" stat? that's pretty much what I meant with it being "invulnerability"



Sorry, never ever gonna happen, I love tanking so much I even able to tank in a freaking space combat simulator.



Gonna check them out, thanks :)
1. AC only applies to attacks that in which the user rolls to hit you(physical attacks, touch, and ray spells). Plus there are different AC scores to remember your full, touch, and flat-footed scores. Full is your armor, shield, dexterity modifier, other bonuses that stack+10. Flat-footed takes away dexterity and dodge bonuses. Touch takes away armor, shield, and various others except deflection(and those that say they do).
Many spells force you to roll a save DC(a score in which is derived from the effect created) to see whether you are affected, less affected, or not at all(this is determined by what the spell says). Then others have different rules altogether which is the reason they are so powerful. Essentially spells have become so numerous they have their own rules.
2. Which is just fine just remember as a crusader pump your charisma up to help with your saves. You get to have mettle in the double digits which allows you to ignore the lesser effect on successful fortitude and will saves. A ring of evasion will do that for you on Reflex.
 

1. AC only applies to attacks that in which the user rolls to hit you(physical attacks, touch, and ray spells). Plus there are different AC scores to remember your full, touch, and flat-footed scores. Full is your armor, shield, dexterity modifier, other bonuses that stack+10. Flat-footed takes away dexterity and dodge bonuses. Touch takes away armor, shield, and various others except deflection(and those that say they do).
Many spells force you to roll a save DC(a score in which is derived from the effect created) to see whether you are affected, less affected, or not at all(this is determined by what the spell says). Then others have different rules altogether which is the reason they are so powerful. Essentially spells have become so numerous they have their own rules.

So it's a damage nullifier that works depending on the attack? makes sense now, thanks you! :D

2. Which is just fine just remember as a crusader pump your charisma up to help with your saves. You get to have mettle in the double digits which allows you to ignore the lesser effect on successful fortitude and will saves. A ring of evasion will do that for you on Reflex.

Was thinking on giving a minimum of 18 Con and Cha for more Hp, crusader saves and Sorcerer spells per day; but it would leave me low on the other one's, is there a way of raising ability scores aside from character creation?
 

[MENTION=6685538]Luka[/MENTION] Jackinthegreen has a good point. D&D is not like other games. Tanking doesn't work the same. The concept of a tank is different because the rules are so different. I'll restate this. Please read the Players Handbook from cover to cover so you at least have a basic understanding of the rules as it shows from the topic of AC and raising ability scores(one of the basic rules of the game and raising ability scores is discussed in character creation too) that you're not familiar with them and don't have a clear understanding of them. Then when you are done pick up the Dungeon Masters Guide and read that cover to cover. Write down questions as you go if you don't understand something. If that doesn't answer your questions post them here and we will be glad to answer them. Then see if you can get a copy (buy, borrow, ect) a copy of the Rules Compendium and see if that doesn't answer your questions. I also recommend reading this from cover to cover too. This is very much a rules based game when it comes to combat and character creation so the more you know about them the better.

With your limited understanding of how basic game mechanics works its going to be extremely difficult for us to actually help you build a character since the terms we use and understand, you don't yet. You will but you need to do a lot of reading and gain knowledge of how the game works so when we use terms like AC, Saves, Fort, Ref, Will, Touch AC, Save DC, Spell Resistance, Damage Reduction, miss chance, cover, BAB, Attack Bonus, Enchantment Bonus, Enhancement Bonus, and a hundred other terms you at least have a good idea what we are talking about.

I've been playing 3.0 and 3.5 since they came out(about 10 years) and am still amazed at how much I learn everytime I build a character and visit the bulletin boards on here. I'm sure people like Dandu, kitcik, and emoplato have been playing longer as they make my knowledge base seem small.

Also I would bet you did a little internet research on "tank builds" for D&D and found this one and are trying to copy it. That's fine but making a photocopy of the toon won't give you the knowledge and wisdom on how to play the character or why it was set up the way it was. Different builds are set up for different campaigns and worlds. Its not a MMORPG where its all the same and you can copy a build and it works. In D&D there are a lot of things that have synergy and stack. Knowing why they work and how they work is essential to making a good build. If you don't know the why, lots of times you will miss out on how to play the toon properly as there is no guideline for this.



AC isn't a damage nullifier. It does nothing to the amount of damage that is done. It works exactly like emoplato described it. Perhaps another way to put is miss chance vs hit chance. Your AC is a number that a monster is trying to reach with his attack modifier+ a d20 roll. If the combined total of his attack modifier and a d20 is equal to or greater than your AC the monster hits you. If it is less than your AC the monster misses. This is a very simplified version of how AC works in general and doesn't cover all the bonuses, penalties and other things that go into it. It doesn't nullify damage though. (again, please read the players handbook and if you have questions about something feel free to post them).

As for stats I wouldn't recommend an 18 in Cha if all it does is increase your saves. That's nice but depending on what system your using to allocate stats that 18 may be of better use in STR as melee is going to be very important for your toon.

I'd also recommend that while it is a forum post, just about all the advice that's given is to help (in this case you). So when people like Jackinthegreen say the systems aren't the same he's trying to help you (and he's right). He's not saying you can't play a tank type toon, just don't come into a game you know almost nothing about, that works on completely different rules and systems and expect your prior knowledge of rules and their systems to be of value. They won't be (trust me nothing from WoW helps me in D&D or vice versa). Some tactical knowledge will transfer but not alot else will.

You really need to read the PHB and DMG. This will explain a lot of basic questions on how D&D works and basic questions that you have. Gotta walk before you can run right?
 

I've been playing 3.0 and 3.5 since they came out(about 10 years) and am still amazed at how much I learn everytime I build a character and visit the bulletin boards on here. I'm sure people like Dandu, kitcik, and emoplato have been playing longer as they make my knowledge base seem small.
I have only been playing D&D for 6 years, and sporadically at that.

It's just that I learn things really, really well...
 

Also I would bet you did a little internet research on "tank builds" for D&D and found this one and are trying to copy it. That's fine but making a photocopy of the toon won't give you the knowledge and wisdom on how to play the character or why it was set up the way it was. Different builds are set up for different campaigns and worlds. Its not a MMORPG where its all the same and you can copy a build and it works. In D&D there are a lot of things that have synergy and stack. Knowing why they work and how they work is essential to making a good build. If you don't know the why, lots of times you will miss out on how to play the toon properly as there is no guideline for this.


I actually was searching for tank builds, but most people were like "tanks suck be a nuker", and since I really hate not being a tank (I'm a specialist, acording to Robin Laws), I seached around for classes and came up with the Crusader/Sorcerer build with the Shieldmaster PrC so tanking would be worth it.

AC isn't a damage nullifier. It does nothing to the amount of damage that is done. It works exactly like emoplato described it. Perhaps another way to put is miss chance vs hit chance. Your AC is a number that a monster is trying to reach with his attack modifier+ a d20 roll. If the combined total of his attack modifier and a d20 is equal to or greater than your AC the monster hits you. If it is less than your AC the monster misses. This is a very simplified version of how AC works in general and doesn't cover all the bonuses, penalties and other things that go into it. It doesn't nullify damage though. (again, please read the players handbook and if you have questions about something feel free to post them).

That's pretty much what I meant with damage nullifier, it's a "get hit or not" stat, if he has more attack then it hits, if not then it doesn't, I though it was damage reduction.

As for stats I wouldn't recommend an 18 in Cha if all it does is increase your saves. That's nice but depending on what system your using to allocate stats that 18 may be of better use in STR as melee is going to be very important for your toon.

the Cha would help me more, it gives more saves and Sorcerer spells per day, it's better to maneuver spam with the crusader to get as much enemies on me with a meteor hammer or the longsword-and-Tower Shield.

Gonna Check the books when I'm not busy. Thanks :)
 

I have only been playing D&D for 6 years, and sporadically at that.

It's just that I learn things really, really well...

I have been playing D&D for 33 years. Stuff sinks in eventually...

One thing I deal with is laziness. When Basic, 1E and 2E came out, I was in school and it was brand new. I memorized every table in the game in like 6 weeks.

Now that I am in my 40's, I don't have the enthusiasm (or time) for learning new systems that I once had, so it takes longer.
 

I actually was searching for tank builds, but most people were like "tanks suck be a nuker", and since I really hate not being a tank (I'm a specialist, acording to Robin Laws), I seached around for classes and came up with the Crusader/Sorcerer build with the Shieldmaster PrC so tanking would be worth it.
How are you going to force enemies to attack you?

the Cha would help me more, it gives more saves and Sorcerer spells per day, it's better to maneuver spam with the crusader to get as much enemies on me with a meteor hammer or the longsword-and-Tower Shield.
How are you casting spells if you are wielding a sword and shield?
 


Crusader maneuvers
Which ones, specifically?
When not wielding them?
Not something you want to be doing in combat.
Still Spell?
Full round action at +1 spell level. As a multiclassed spellcaster, you are already behind on which spell levels you have access to. This is not a good plan.

It would be better if you took a feat like Somatic Weaponry, because that allows you to cast while wielding a weapon, but even then you're working uphill.
 

Into the Woods

Remove ads

Top