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Boost Combat Expertise with Shields
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<blockquote data-quote="Scion" data-source="post: 2739066" data-attributes="member: 5777"><p>There is a class with good BAB and tumble as a class skill? Where are they located?</p><p></p><p></p><p>Overall though, I would have to say that dropping your offensive potential to near 0 while making your defensive potential very good vs physical attacks is a bad way to go in d&d most of the time.</p><p></p><p>After all, you are in a party.. if you are not doing anything effective then it is easy enough to simply ignore you and go for someone more hitable.</p><p></p><p>A tanks job is to be able to take damage and be enough of a nuisance to keep the bad guys attention. If you are unable to hit anything but on a 20 and all of your money went into defensive equipment then your measily damage every minute or two is going to be ignored by everyone.</p><p></p><p>Let alone if someone tucks a tanglefoot bag on you or something.</p><p></p><p></p><p>If Rystils example is the most broken point that there is then it looks like shield wearers need 'more' help than just this simple boost. But I think that it clearly shows that allowing such a change would not be overpowering in the least.</p><p></p><p>If you trade in the ability to hurt your enemy for being highly resistant to a certain type of attack you are in major trouble. Most creatures have some way around it whether by alternate damage dealing or simple recovery (even minor healing spells now and then will keep up with the damage, regeneration, fast healing) or maybe they will have something like displacement for a miss chance.. you and your 5% chance to hit with almost no damage and then a 50% chance of that being negated.. ouch.. ;/</p></blockquote><p></p>
[QUOTE="Scion, post: 2739066, member: 5777"] There is a class with good BAB and tumble as a class skill? Where are they located? Overall though, I would have to say that dropping your offensive potential to near 0 while making your defensive potential very good vs physical attacks is a bad way to go in d&d most of the time. After all, you are in a party.. if you are not doing anything effective then it is easy enough to simply ignore you and go for someone more hitable. A tanks job is to be able to take damage and be enough of a nuisance to keep the bad guys attention. If you are unable to hit anything but on a 20 and all of your money went into defensive equipment then your measily damage every minute or two is going to be ignored by everyone. Let alone if someone tucks a tanglefoot bag on you or something. If Rystils example is the most broken point that there is then it looks like shield wearers need 'more' help than just this simple boost. But I think that it clearly shows that allowing such a change would not be overpowering in the least. If you trade in the ability to hurt your enemy for being highly resistant to a certain type of attack you are in major trouble. Most creatures have some way around it whether by alternate damage dealing or simple recovery (even minor healing spells now and then will keep up with the damage, regeneration, fast healing) or maybe they will have something like displacement for a miss chance.. you and your 5% chance to hit with almost no damage and then a 50% chance of that being negated.. ouch.. ;/ [/QUOTE]
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