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General Tabletop Discussion
*Dungeons & Dragons
Does the Artificer Suck?
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<blockquote data-quote="Stoutstien" data-source="post: 8387516" data-attributes="member: 7020569"><p>Eh. Most of the time the "actual" tank isn't that impressive at mitigation once you start pumping up the challenge beyond the rather low bar in the DMG. For example the quintessential bear totem barbarian has less EHP than a hobgoblin abjuration wizard with the eldritch adept feat (armor of shadows) and that's before they do anything other than just eat damage with their Ward which could be shared for active mitigation as well. Toss on a cleric dip and then they have the full range of options for using resources. Sure they have to spend spell slots but they can safely make it through at least as many deadly encounters as half their total without running completely dry and that's very conservative expectation.</p><p></p><p>When you start to crank up the difficulty the idea that a character can fulfill a role breaks down. It's everybody's job to address mitigation, utility, recovery, damage, and any other aspects the party might need. When your party gets over extended and nailed with a banishment and to lose half your PCs until someone breaks that concentration.who ever past their save are going to need to handle that. Same story with facing off against 2-5 different fronts with a mix of different enemies. Unless your tank is actually three halflings in a trench coat they're going to struggle with this.</p><p></p><p>The artificer handles cranked up game a little better than the other 2 half casters which is why a think they are probably a little better. Not quite as well as a wizard but that's a pretty exclusive club that made up of other full casters with spells for army building capacities. It was fun building an artificer that could single-handedly take on challenges design for an entire party at level 20.</p></blockquote><p></p>
[QUOTE="Stoutstien, post: 8387516, member: 7020569"] Eh. Most of the time the "actual" tank isn't that impressive at mitigation once you start pumping up the challenge beyond the rather low bar in the DMG. For example the quintessential bear totem barbarian has less EHP than a hobgoblin abjuration wizard with the eldritch adept feat (armor of shadows) and that's before they do anything other than just eat damage with their Ward which could be shared for active mitigation as well. Toss on a cleric dip and then they have the full range of options for using resources. Sure they have to spend spell slots but they can safely make it through at least as many deadly encounters as half their total without running completely dry and that's very conservative expectation. When you start to crank up the difficulty the idea that a character can fulfill a role breaks down. It's everybody's job to address mitigation, utility, recovery, damage, and any other aspects the party might need. When your party gets over extended and nailed with a banishment and to lose half your PCs until someone breaks that concentration.who ever past their save are going to need to handle that. Same story with facing off against 2-5 different fronts with a mix of different enemies. Unless your tank is actually three halflings in a trench coat they're going to struggle with this. The artificer handles cranked up game a little better than the other 2 half casters which is why a think they are probably a little better. Not quite as well as a wizard but that's a pretty exclusive club that made up of other full casters with spells for army building capacities. It was fun building an artificer that could single-handedly take on challenges design for an entire party at level 20. [/QUOTE]
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