OrochiFuror |
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One of the core problems with Guardian is that in practice it's a class that takes damage. Unlike Champions that prevent allies from taking damage. When you compare the amount of HP a Champion can save over a long fight versus how much a Guardian can, the Champion can save a lot more HP as they usually have more then one HP pool to work with.
So with that in mind the Guardian needs to be able to take more damage, but they also need more ways to be an active threat in combat.
What if the core ability (taunt at the moment) also made it so anytime the Guardian loses HP(but not temp HP) from a taunted target they get an equal amount of temp HP.
This would allow them to keep taunt up while locking enemies down or taking hits for allies longer.
As a base class feature you can tie other abilities into it, such as having powerful abilities like sweeping strikes cost or require you have temp HP. This would prevent other classes easily poaching powerful feats and allow Guardians to have several strong feats to build different control or damage styles.
This would give the class more staying power for people who just want to soak up damage for the team, but also give options for being more aggressive when under attack.
Mellored |
anytime the Guardian loses HP(but not temp HP) from a taunted target they get an equal amount of temp HP.
That kind of makes Taunt less effective, since the enemy will be dealing half damage to you.
Maybe if you could shared the THP with your allies as well.
having powerful abilities like sweeping strikes cost or require you have temp HP
also a cool idea.
I could definitely see the guardian generating and spending THP like the Swashbuckler generates panache.
How about...
Whenever an ally takes damage, you gain THP equal to half the damage delt.
Reminder that THP does not stack.
And then stuff like.
When you Stike, you expend your THP to add that amount to your damage roll.
Mellored |
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What do temp HP represent in this game?
We see it as a mechanic but thematically is it supernatural in nature?
"Hit Point value represents your health, wherewithal, and heroic drive".
So temporary wherewithal and heroic drive. I also imagine bracing for impact.
... can shields have Temporary hit points?
OrochiFuror |
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If the class is going to have anemic damage I don't think even having effective double HP is much of a concern. It only triggers from your taunted target, so less effective against lots of at level or weaker enemies. If you add in a way to spend that THP to be more effective then its even less likely you'll have a huge difference in staying power.
Extra damage resist effects lower level enemies and ranged attacks far more then higher level enemies so I think something more universal is needed.
The numbers can always be adjusted, I just think the class needs something to make them able to do the self sacrifice role taunt and intercept strike lean into. Right now they can't reduce the parties incoming damage like a champion can, can't heal like a champion and on top of that can't put out damage like a champion.
Even if it's simplified down to an on or off mechanic like panache, so long as it gives them more staying power against all damage and gives them something to plan their turns around then I think that will be more engaging.
Like if they had a daring do type feat to boost athletics checks while they have THP, have a shield bash that with THP also gives a free shove or trip, and of course a strike that consumes THP to enhance damage. Things to tie the class together, be more then just the takes hits martyr it seems to be right now.