Talk:Tank (3.5e Class)

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I'm not sure why this class keeps bouncing around with changes, but, if it's still abandoned, could someone let me know? I'll take it over and make some final changes to it to solidify its standing if someone else already hasn't. It looks pretty good as it is, but I might see if there's anything that needs balancing, as well as clarify some things. (I had put the Fast Healing amounts on the actual chart, but someone decided to take those off and I don't want to edit someone else's work again if it's not the way they want it.)

--Sage of Souls (talk) 19:48, 30 March 2015 (MDT)

"I edited a tiny bit in the tank class, made it so that they have Fast Healing 1 at level 4. I am a DM who has a player that uses Tank, and trust me, base 3 regen is way too strong. Tank is close to unplayably OP. I am thinking about adding a LA +1 to the class itself.

If anyone has a steam, feel free to add oBerry. ~oBerry"

(This post was made by the user OBerry as an edit over Sage of Souls's comment.)

Well, someone yell at me if I start making changes to balance and/or finish this class. I don't want to ruin someone else's work. I just remember seeing this tagged as abandoned, so I'm not sure what it's current status is. Please let me know if I'm out of line.

--Sage of Souls (talk) 15:57, 31 March 2015 (MDT)

Rework[edit]

Ok, so I reworked the Tank class. I removed Fast Healing from being a non-epic level ability and put it starting at level 21. I added Energy Resistance that stacks in its place for the lower levels. It doesn't start out as much, but it's a little bit of extra damage the Tank can take. The Natural Armor bonus, the Damage Reduction, and the Energy Resistance are all set to scale one after the other each at their own level four intervals. I reduced the raw defense of the Tank and spread it around, so the Natural Armor bonus and the Damage Reduction bonus aren't as high. Monster Magnet now stays at a static DC, instead of that scaling base DC. It is also now limited to only being able to be used a certain number of times per day. This limit increases every five levels. It is now also considered to be a mind-affecting effect, which means that creatures that are immune to mind-affecting effects will not be subject to this ability. (Let's be honest, people, at level 20, a base DC of 30 + 20 (Tank levels), THEN whatever the Tank's Constitution modifier is, and then saying it can affect EVERYTHING within the 30 ft. burst?!...sort of ruins the whole player aspect of being a tank and instead just makes it super easy to be one...). Also, bonus feats come slower. The Tank has special abilities, so it shouldn't get the same kind of bonus feat scaling that a Fighter does; otherwise, it's just a buffed version of the Fighter class and anyone who's not restricted to SRD would just play this over Fighter in a heartbeat. The saving throw scaling has been adjusted correctly and is the same as a Fighter, as well as the base attack bonus. For all intense and purposes, this class is first and foremost a tank.

--Sage of Souls (talk) 20:45, 1 April 2015 (MDT)