Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*Dungeons & Dragons
Classes, and the structure of DPR
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="FrogReaver" data-source="post: 8449498" data-attributes="member: 6795602"><p>IMO. The problem is that in a team based game, high defense can be avoided by targeting lower defense allies. That is - defense only works as a tactic if the whole group matches (or nearly so, your investment). You need something that incentivizes enemies to attack your high defense character or the defense is basically worthless. For a caster that incentive might be casting a strong concentration spell. For a melee character it might be grappling the BBEG. </p><p></p><p>Because of the above the defensive traits that are highly valued are the ones that can prevent you from being disabled in combat (Resilient Wis for better wisdom saves) - which does tend to get recommended by whiteroomers. </p><p></p><p></p><p>Blur requires an action, only affects yourself, and enemies can choose to not target you after it's up (limited incentive to attack you vs someone else). Blur may end up preventing no damage (or more), does prevent you from concentrating on anything else, and requires a resource.</p><p></p><p>Contrast with Healing which leaves your concentration slot open, often just requires a bonus action, can target anyone in the party, and the slot isn't spent till it's actually needed (meaning it's never cast for no affect). *And that's before we get into whack-a-mole healing.</p><p></p><p>That's why Blur isn't valued highly.</p><p></p><p>Most valuations of defensive options are highly DM dependent and depend mostly on how the DM runs enemies in combat. Do they always target the turtle tank. Are they never willing to take OA's to engage another target. Etc. But if given a particular set of enemy tactical assumptions the right whiteroom handles defensive abilities just fine.</p><p></p><p></p><p>My takeaway from defensive style is different. Characters that go sword and shield tend to take duelist because it gives 'enough' damage and defensive style gives little defense. Characters that go Great Weapons tend to go defensive style because the damage from GWF style isn't deemed high enough compared to the +1 AC they can get. Maybe players should value the damage vs the defense differently but I happen to think they've already correctly figured it out.</p></blockquote><p></p>
[QUOTE="FrogReaver, post: 8449498, member: 6795602"] IMO. The problem is that in a team based game, high defense can be avoided by targeting lower defense allies. That is - defense only works as a tactic if the whole group matches (or nearly so, your investment). You need something that incentivizes enemies to attack your high defense character or the defense is basically worthless. For a caster that incentive might be casting a strong concentration spell. For a melee character it might be grappling the BBEG. Because of the above the defensive traits that are highly valued are the ones that can prevent you from being disabled in combat (Resilient Wis for better wisdom saves) - which does tend to get recommended by whiteroomers. Blur requires an action, only affects yourself, and enemies can choose to not target you after it's up (limited incentive to attack you vs someone else). Blur may end up preventing no damage (or more), does prevent you from concentrating on anything else, and requires a resource. Contrast with Healing which leaves your concentration slot open, often just requires a bonus action, can target anyone in the party, and the slot isn't spent till it's actually needed (meaning it's never cast for no affect). *And that's before we get into whack-a-mole healing. That's why Blur isn't valued highly. Most valuations of defensive options are highly DM dependent and depend mostly on how the DM runs enemies in combat. Do they always target the turtle tank. Are they never willing to take OA's to engage another target. Etc. But if given a particular set of enemy tactical assumptions the right whiteroom handles defensive abilities just fine. My takeaway from defensive style is different. Characters that go sword and shield tend to take duelist because it gives 'enough' damage and defensive style gives little defense. Characters that go Great Weapons tend to go defensive style because the damage from GWF style isn't deemed high enough compared to the +1 AC they can get. Maybe players should value the damage vs the defense differently but I happen to think they've already correctly figured it out. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Classes, and the structure of DPR
Top