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<blockquote data-quote="StreamOfTheSky" data-source="post: 5902428" data-attributes="member: 35909"><p>Shidaku, this is a great thread. I like your ideas, but ultimately....I still think "tank" is a dumb role. The only tank I find sensible is one who does lockdown - tripping, stand still, disarm, etc... to keep any enemies around him....around him. Aggro is a great simple solution to bad DMing and making the tank role feeling relevant. But ultimately I think it'd be better to just eliminate it and re-align the roles.</p><p></p><p>1. The Glass Canon / DPS: Does by far the most single target damage and is even capable of inflicting nasty status effects on one target such as blindness or stun, but has little or no means of effectively fighting off a large number of foes.</p><p>2. The Battlefield Controller: Does area of effect and multitarget stuff mostly. Can't do much of note against only one target compared to #1 and his debuffs are weaker in power, though he can hit every enemy with them and possibly inflict them more frequently. Also gets the wall spells, black tentacles, and other BFC to restrict enemies' ability to move.</p><p>3. The Buffer: Can grant the party haste, flight, and other strong buffs, as well as heal them. Has very few AoE offensive options, though more than #1, and is about as good as #2 for single target stuff.</p><p></p><p>All have similar defenses, and their own out of combat applications based on class. Who the enemy targets depends on what the enemy is and their priorities.</p><p></p><p>EDIT: Notes.</p><p>A) The names are just based on what they've been called in the past, obviously renames would be needed, as the "glass canon" is now made of plexiglass, and so forth.</p><p>B) Everyone gets some out of combat healing, #3 is just for in combat healing to get through the fight. As for "why not gank the white mage?" Welll...every edition has that problem. But if you make melee touch ranged healing effects much stronger than ranged ones, you end up with a guy who can keep himself alive really well, but if you Wall him off from his friends or something, that might be a better plan than trying to do more damage than he can heal. The buffs keep going...long enough...even if he drops, so if you fail to take him out early on, targeting him would presumably become much less beneficial use of your time.</p></blockquote><p></p>
[QUOTE="StreamOfTheSky, post: 5902428, member: 35909"] Shidaku, this is a great thread. I like your ideas, but ultimately....I still think "tank" is a dumb role. The only tank I find sensible is one who does lockdown - tripping, stand still, disarm, etc... to keep any enemies around him....around him. Aggro is a great simple solution to bad DMing and making the tank role feeling relevant. But ultimately I think it'd be better to just eliminate it and re-align the roles. 1. The Glass Canon / DPS: Does by far the most single target damage and is even capable of inflicting nasty status effects on one target such as blindness or stun, but has little or no means of effectively fighting off a large number of foes. 2. The Battlefield Controller: Does area of effect and multitarget stuff mostly. Can't do much of note against only one target compared to #1 and his debuffs are weaker in power, though he can hit every enemy with them and possibly inflict them more frequently. Also gets the wall spells, black tentacles, and other BFC to restrict enemies' ability to move. 3. The Buffer: Can grant the party haste, flight, and other strong buffs, as well as heal them. Has very few AoE offensive options, though more than #1, and is about as good as #2 for single target stuff. All have similar defenses, and their own out of combat applications based on class. Who the enemy targets depends on what the enemy is and their priorities. EDIT: Notes. A) The names are just based on what they've been called in the past, obviously renames would be needed, as the "glass canon" is now made of plexiglass, and so forth. B) Everyone gets some out of combat healing, #3 is just for in combat healing to get through the fight. As for "why not gank the white mage?" Welll...every edition has that problem. But if you make melee touch ranged healing effects much stronger than ranged ones, you end up with a guy who can keep himself alive really well, but if you Wall him off from his friends or something, that might be a better plan than trying to do more damage than he can heal. The buffs keep going...long enough...even if he drops, so if you fail to take him out early on, targeting him would presumably become much less beneficial use of your time. [/QUOTE]
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