Talk:Armored Tank (3.5e Feat)

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Ratings[edit]

RatedFavor.png Catgirldreamer3100 favors this article and rated it 4 of 4!
Overall, the feat should be rated at lower than 'very high'; it fits more into "moderate.'

Lies

Truly none can kill you.

How could you lie to us like this. --Foxwarrior (talk) 19:27, 26 June 2019 (MDT)

I agree, this is underwhelming. At the very least the arbitrary gimping of certain rules should be removed - there's no reason for the +1 to include so much math, especially in the name of just making the ability less consequential than it is (which it isn't, particularly, in the first place).

Recommendations:
+0: OK. Basically just allows reflexive full defense. I don't think it'd be the end of the world if you made it an immediate action and you lost your next move action instead - makes it more interactive and maintains the theme of paying attention to defense.
+1: "You gain a naturally-regenerating pool of temporary hit points equal to your AC bonus from armor or your HD, whichever is higher. If your temporary hit points ever sink below this number, they are replenished at the start of your turn." - This is a no-brainer. The way you had it phrased before was just arbitrary math for no reason. Nobody cares about regenerating 2 HP or whatever per turn, much less doing math to figure out that's how much they're regenerating.
+6: "You may reduce incoming damage by half or by your armor bonus to AC (whichever is more) once per round. This only functions while wearing heavy armor." Just go straight to it. It only works once, so even if it nullifies the blow (unlikely) it's hardly a big deal. Let PCs feel cool about deflecting damage with DR.
+11: DR 3 is not interesting or good. It is strictly worse than an AC bonus. Come up with something more interesting - the rest of the feat is focusing a *lot* on HP stuff, maybe something that makes other modes of defense interact with HP instead, like negating a status effect by taking damage. "Tank" characters are often screwed over by SoDs/SoSs around this level - give them something to respond to that rather than just throwing more numbers at them.
+16: Merge into +6 because it's not consequential anyway. Would make sense to turn into some kind of immunity-based ability probably, as at this level you really have to keep up with the rocket tag game that's going on.
Even with these adjustments I wouldn't consider this feat a "Very High"-level scaling feat, which implies they're supposed to be on the same level as Races of War and such. If that were the project, you'd need way more circumstantial temporary HP for the +1 ability as you get more powerful. I could also see temporary HP being used for something else, sort of like with the crusader pool thing, for later levels. Bear in mind DR is not that powerful, and most of the abilities you have given here only give physical chunkiness. I could see some interesting things coming from maybe making it so that later abilities do something profound like granting SR or something as long as your temporary HP "force field" is up, which forces enemies to deal with you *physically* before they can take advantage of your weaknesses. That'd make for more interesting gameplay as well. Sunwitch (talk) 23:03, 3 November 2019 (MST)
I will consider the following proposals. This feat so far according to my playtesting was actually pretty strong, it is probably close to 'high' in balance but I feel it has just enough diverse defensive value to place higher. Sure, the +11 might not be exciting, but do appreciate 'simple and sweet' benefits sometimes. I can probably make the +16 into something stronger for waiting this long, I am not sure I want to give this bonus at level 6 however. I need to consider the value of optimized use before I give this any kind of major buff. That said I will consider my options. --Leziad (talk) 10:33, 4 November 2019 (MST)
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