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Art of the Peel
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<blockquote data-quote="eamon" data-source="post: 4379917" data-attributes="member: 51942"><p>In the current set up, it's likely to be in the monsters best interest to attack the tank quite frequently if everyone is playing optimally.</p><p></p><p>If in the OP game a striker has AC 14, then the striker simply needs to improve his armor, and the paladin should choose a two-handed, more damaging weapon instead of a shield. Even an AC of 14 can be enough though, if you occasionally total defense, and occasionally stay out of range, and the tank actually marks enemies. Played like that (admittedly unfortunately), a monster would be stupid to focus too much attention on the character hardly posing any threat (since he's spending many actions moving or total defensing), who's harder to hit because of marking, divine challenge, potentially cover, or simply movement.</p><p></p><p>Further, the strikers with such low AC should make sure they just can't be reached easily (that is, stay out of range, run around, do whatever is necessary). Sometimes a paladin can forego his attack, and instead ready a charge to intercept a foe approaching a squishy (which then not only provides the charge attack, should the foe continue, but also the OA for leaving the paladin's threatened area if the foe chooses to continue with it's original plan). Once the squishy is far enough away that it can't be reached in a single round, it should be safe.</p><p></p><p>Basically though, you really want to have vaguely competitive defenses in the form of situational effects and AC, and enough defenders to hold the opponents mostly at bay.</p></blockquote><p></p>
[QUOTE="eamon, post: 4379917, member: 51942"] In the current set up, it's likely to be in the monsters best interest to attack the tank quite frequently if everyone is playing optimally. If in the OP game a striker has AC 14, then the striker simply needs to improve his armor, and the paladin should choose a two-handed, more damaging weapon instead of a shield. Even an AC of 14 can be enough though, if you occasionally total defense, and occasionally stay out of range, and the tank actually marks enemies. Played like that (admittedly unfortunately), a monster would be stupid to focus too much attention on the character hardly posing any threat (since he's spending many actions moving or total defensing), who's harder to hit because of marking, divine challenge, potentially cover, or simply movement. Further, the strikers with such low AC should make sure they just can't be reached easily (that is, stay out of range, run around, do whatever is necessary). Sometimes a paladin can forego his attack, and instead ready a charge to intercept a foe approaching a squishy (which then not only provides the charge attack, should the foe continue, but also the OA for leaving the paladin's threatened area if the foe chooses to continue with it's original plan). Once the squishy is far enough away that it can't be reached in a single round, it should be safe. Basically though, you really want to have vaguely competitive defenses in the form of situational effects and AC, and enough defenders to hold the opponents mostly at bay. [/QUOTE]
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