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General Tabletop Discussion
*Dungeons & Dragons
Heavy Armor Master VS higher Constitution
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<blockquote data-quote="MostlyHarmless42" data-source="post: 8968456" data-attributes="member: 6845520"><p>So personally I'd honestly suggest a different route that is less optimized: Take shadow touched as early as possible because honestly out of all of those build options the only thing that is even remotely "Raven Queen" themed is that feat. Your table may vary, but for many tables level 11 is a LONG way away in most games and by the time many players hit there the campaign could very well be wrapping up. If you think the whole Raven Queen angle is a core character thing (and not just something tacked on) you'd be best off getting that feat asap, whether it delays your strength/con progression or not. Frankly one does not need 20 strength until after level 12 anyway, and I'd personally suggest taking any once you hit 18 strength BEFORE getting it to 20. But that's my opinion and won't be universal to everyone.</p><p></p><p>One other note to consider though: Is your character the group's "tank"? If so I'd suggest you actually do anything you can to have a 14 starting Con minimum, even if it means making Strength 16 or 17 to start. 14 Con is the MINIMUM I'd suggest for any melee and frankly you're going to be far less durable any anyone who has a higher con (especially if you're not using a shield). This is even more important if you are the only melee in the group.</p><p></p><p>That aside...</p><p>With a choice between Heavy Armor Master or just more con it's really up to you. Heavy Armor master as a feat is more than serviceable. As some have pointed out, yes, it doesn't scale up with monster damage all that great, but I'd hardly write it off entirely. The vast majority of monsters in 5e don't have magical attacks, so it will still do something even at higher levels. 3 damage reduction may not seem like a lot, but it every little bit here or there shouldn't be underestimated, especially if your DM is regularly throwing monsters at you in large groups or ones that have multiple attacks (remember it's 3 off of every attack). Conversely if you're expecting to be fighting a lot of spellcasters and creatures that deal elemental damage? In that case Heavy Armor Master is a bit less useful. </p><p></p><p>Like any good feat option it's entirely situational and there is no "better" option, merely different pros and cons. Thankfully this is a good thing. Just weigh the pros and cons and do what seems best for your character, not the optimization.</p></blockquote><p></p>
[QUOTE="MostlyHarmless42, post: 8968456, member: 6845520"] So personally I'd honestly suggest a different route that is less optimized: Take shadow touched as early as possible because honestly out of all of those build options the only thing that is even remotely "Raven Queen" themed is that feat. Your table may vary, but for many tables level 11 is a LONG way away in most games and by the time many players hit there the campaign could very well be wrapping up. If you think the whole Raven Queen angle is a core character thing (and not just something tacked on) you'd be best off getting that feat asap, whether it delays your strength/con progression or not. Frankly one does not need 20 strength until after level 12 anyway, and I'd personally suggest taking any once you hit 18 strength BEFORE getting it to 20. But that's my opinion and won't be universal to everyone. One other note to consider though: Is your character the group's "tank"? If so I'd suggest you actually do anything you can to have a 14 starting Con minimum, even if it means making Strength 16 or 17 to start. 14 Con is the MINIMUM I'd suggest for any melee and frankly you're going to be far less durable any anyone who has a higher con (especially if you're not using a shield). This is even more important if you are the only melee in the group. That aside... With a choice between Heavy Armor Master or just more con it's really up to you. Heavy Armor master as a feat is more than serviceable. As some have pointed out, yes, it doesn't scale up with monster damage all that great, but I'd hardly write it off entirely. The vast majority of monsters in 5e don't have magical attacks, so it will still do something even at higher levels. 3 damage reduction may not seem like a lot, but it every little bit here or there shouldn't be underestimated, especially if your DM is regularly throwing monsters at you in large groups or ones that have multiple attacks (remember it's 3 off of every attack). Conversely if you're expecting to be fighting a lot of spellcasters and creatures that deal elemental damage? In that case Heavy Armor Master is a bit less useful. Like any good feat option it's entirely situational and there is no "better" option, merely different pros and cons. Thankfully this is a good thing. Just weigh the pros and cons and do what seems best for your character, not the optimization. [/QUOTE]
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