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Help, I’m a Terrible (4E) DM
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<blockquote data-quote="Vadriar" data-source="post: 5797540" data-attributes="member: 89771"><p>This probably has been said, but 35 AC? Ok. Everyone disengages right now.</p><p></p><p>Why? To know this, we have to figure out how defenders work:</p><p></p><p>Defenders work in a peculiar way. They try to give the monster 2 bad choices:</p><p>1) Try to hit me (but it's hard, I have good AC)</p><p>2) Try to hit my Wizard buddy at -2. however, I will smack you if you try.</p><p></p><p>Generally, as a defender, the people in your party at risk from the monsters you are "tanking" are your melee non-defender allies. They generally have around 2 AC less than you. So, with mark penalty, they have the same AC as you, and a monster attacking them will eat your mark punishment and not get a better chance at hitting.</p><p></p><p>However, this 35-AC-for-a-round player has made option 1 very poor for the monster.</p><p>The choices this player presents a monster are:</p><p>1) Try to hit me and miss. Basically waste your standard action and eat a melee attack from me when it is my turn.</p><p>2) Try to hit the Wizard at -2 (good chance to hit) and eat a melee attack from me right now.</p><p></p><p>Option 2 is clearly superior. He disengages and goes after someone else. Any additional monsters being tanked by the Warden do the same. Their choice is even better: The Warden's mark punishments are both Immediate actions, of which you can only take one per round. So every monster after the first can just ignore the Warden, save for his Opportunity Attack if the monster chooses to move without shifting.</p><p></p><p>And this is not even including the possibility to shift away and charge someone (which is only -2, Wardens can't punish shifts), but a good party would probably position in such a way to make this very hard/impossible.</p></blockquote><p></p>
[QUOTE="Vadriar, post: 5797540, member: 89771"] This probably has been said, but 35 AC? Ok. Everyone disengages right now. Why? To know this, we have to figure out how defenders work: Defenders work in a peculiar way. They try to give the monster 2 bad choices: 1) Try to hit me (but it's hard, I have good AC) 2) Try to hit my Wizard buddy at -2. however, I will smack you if you try. Generally, as a defender, the people in your party at risk from the monsters you are "tanking" are your melee non-defender allies. They generally have around 2 AC less than you. So, with mark penalty, they have the same AC as you, and a monster attacking them will eat your mark punishment and not get a better chance at hitting. However, this 35-AC-for-a-round player has made option 1 very poor for the monster. The choices this player presents a monster are: 1) Try to hit me and miss. Basically waste your standard action and eat a melee attack from me when it is my turn. 2) Try to hit the Wizard at -2 (good chance to hit) and eat a melee attack from me right now. Option 2 is clearly superior. He disengages and goes after someone else. Any additional monsters being tanked by the Warden do the same. Their choice is even better: The Warden's mark punishments are both Immediate actions, of which you can only take one per round. So every monster after the first can just ignore the Warden, save for his Opportunity Attack if the monster chooses to move without shifting. And this is not even including the possibility to shift away and charge someone (which is only -2, Wardens can't punish shifts), but a good party would probably position in such a way to make this very hard/impossible. [/QUOTE]
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