Ntroduction: The majority of function gambling video games available depend on cube to create a device of random chance. As such, possible in no way without a doubt predict how matters will move. Even an attacker, blaster, or speedster can't assure victory earlier than the foe gets a threat to make a vital attack. Even an achiever, trickster, or defender can not count on that a foe will by no means prevail to attain successful. Eventually, now and again even often, characters will take hits. If whatever in an RPG is assured, it is this easy truth.

How to cope with it? Play a tanker. Tankers are the characters who take the hits and keep on going. They do not fall easily, do not succumb to single blows. All tankers are alike of their ability to take the hits, however in some video games, they also heal hastily over time, making them surely not possible to wear down via attrition and compounding their exceptional stamina with steady restoration.

In Quests of the Realm, tankers are represented by using the bear desire.

Player Tactics: The tanker, like the defender, is usually a defensive area of expertise. In QoTR, tankers complement their stamina with a few useful options. They can sacrifice their resilience to improve their moves, and can ignore a number of the penalties that come from being badly injured (and, indeed, gain bonuses as an alternative!) This isn't always the case, however, and being able to take plenty doesn't rely an awful lot if you can not likewise dish it out.

The tanker, for that reason, is a area of expertise that allows to maximize different benefits more than granting advantages of its very own. Since a tanker would not fall easily, it has more possibilities to utilize its talents. When different characters are falling returned to get healing, the tanker continues to be going sturdy, probably even more potent than it turned into in the beginning of the combat.

A tanker need to in no way pass for minimum impact. Do whatever you may to pester your enemies in order that they flip their attention onto you. As with a defender, your cost to the celebration, other specialties aside, is strongly constrained if foes elect now not to attack you. On the other hand, don't let the price of your energy defeat itself. Tankers are difficult to take down--but not not possible. You need to draw assaults off of your allies, but an awful lot as with a user, in case you depend too heavily on your capability to resist tough, it'll be used up while you want it later.

Although any aggregate can prove powerful, tankers do lend themselves to certain other specialties. A consumer/tanker, used wisely, is a grasp of triumphing thru attrition. A blaster/tanker would possibly hazard a high threat of burnout, however played with a few warning, can devastate the enemy pressure without fearing being taken down fast because of the perceived danger of blasters. An enhancer/tanker, capable of take the hits and heal, is simply immortal on the field, whilst a defender/tanker isn't simplest difficult to hit, but also requires greater hits to drop (and can be able to lower the damage of those hits it takes, as well).

GM Tactics: Tankers percentage most of the identical advantages of defenders for villain design. They make terrific boss combatants, in particular if lots of the players have excessive-harm characters that might otherwise eradicate a md in one or  hits. If tankers can benefit in effectiveness as they're injured (as in QoTR), the challenge of such a struggle will increase as the characters get towards prevailing, now not unlike in a few online game RPGs.

Attacker/tanker fodder warring parties are a quite secure bet. Since they're lower stage than the party, their capability to take more hits and deal extra damage make them credible threats. And, on account that their procedures are trustworthy, the GM can use them without having to fear about complex approach. As with defenders, although, tanker fodder can imply a miles longer warfare. On the flip side, they're a first rate preference if the party carries a slightly-too-effective blaster.

Tanker elites can prove powerful, especially if blended with greater effective allies. A trickster/achiever boss, as an instance, with more than one tanker elites could make for an exciting mission. All in all, the tanker specialty is a number of the high-quality desire for villains--it makes them powerful without making them unnecessarily devastating, and well complements some other specialty they've.

Tankers can take the hits and maintain on combating. They lack effective offensive skills in their own, however if they have a halfway first rate preventing strong point to lower back them up, they can win their fights via attrition. Players should cost the introduced survivability of tankers, when you consider that a player's man or woman is clearly concern to extra assaults--and more a hit attacks--over the direction of a protracted-going for walks recreation than any man or woman villain. However, enemies can also advantage from a tanker's talents, allowing them to certainly live inside the combat lengthy sufficient to reason an effect, even towards a group of excessive-damage characters.