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Community
General Tabletop Discussion
*Dungeons & Dragons
Do most striker builds weaken a party?
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<blockquote data-quote="Rya.Reisender" data-source="post: 6770925" data-attributes="member: 6801585"><p>I'm with Mellored on this one. Our tank has 20 AC and our rogue has 15 AC. The rogue hiding to avoid damage helps alot. Hit dice are barely even used at all. If the rogue wouldn't hide, he probably would drop unconscious pretty far. The tank (Fighter) can survive quite a while, healing spells on him are more efficient and he can use Second Wind too. In our games the rogue usually needs his hit dice for damage outside combat already. For example when he fails finding or disarming a trap or when he goes ahead stealthily and rolls a 1 on his stealth check.</p><p></p><p>Also Rogues benefit in damage from hiding. Not only do they gain advantage on the attack roll, it also allows them to use Sneak Attack at enemies not in melee with someone.</p><p></p><p>But in any case, it's not like the players get to decide who gets attacked, that's what the DM does, so it depends a lot on the DM style what kind of party setup is best and if tanks are of any use. What good are tanks when the DM thinks that creatures would always go after those that hurt them the most first? Then spell casters go down first and only the rogue will actually survive of the damage dealers by constantly hiding, forcing the creatures to finally attack the tanks when all else is down. On the other hand if the DM himself wants to distribute damage evenly (because it's more fun) or the DM is open to taunts (as in "If tank shouts a good taunt then I'll make the creature attack the tank as reward"), then it certainly can be that tanks in a party are more useful in combat than damage dealers.</p><p></p><p>I still think a more offensive group is more fun in combat than a defensive group. 1-2 tanks are fine, though.</p></blockquote><p></p>
[QUOTE="Rya.Reisender, post: 6770925, member: 6801585"] I'm with Mellored on this one. Our tank has 20 AC and our rogue has 15 AC. The rogue hiding to avoid damage helps alot. Hit dice are barely even used at all. If the rogue wouldn't hide, he probably would drop unconscious pretty far. The tank (Fighter) can survive quite a while, healing spells on him are more efficient and he can use Second Wind too. In our games the rogue usually needs his hit dice for damage outside combat already. For example when he fails finding or disarming a trap or when he goes ahead stealthily and rolls a 1 on his stealth check. Also Rogues benefit in damage from hiding. Not only do they gain advantage on the attack roll, it also allows them to use Sneak Attack at enemies not in melee with someone. But in any case, it's not like the players get to decide who gets attacked, that's what the DM does, so it depends a lot on the DM style what kind of party setup is best and if tanks are of any use. What good are tanks when the DM thinks that creatures would always go after those that hurt them the most first? Then spell casters go down first and only the rogue will actually survive of the damage dealers by constantly hiding, forcing the creatures to finally attack the tanks when all else is down. On the other hand if the DM himself wants to distribute damage evenly (because it's more fun) or the DM is open to taunts (as in "If tank shouts a good taunt then I'll make the creature attack the tank as reward"), then it certainly can be that tanks in a party are more useful in combat than damage dealers. I still think a more offensive group is more fun in combat than a defensive group. 1-2 tanks are fine, though. [/QUOTE]
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Do most striker builds weaken a party?
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