Originally Posted by
Shurrikhan
A tank should see use because it performs "tanking" gameplay in a way that players find more interesting/rewarding, not just because it can do all that jobs which actually partake in tanking "gameplay" can do... but without having to do most of that "tanking" gameplay. That is to say, the alternative shouldn't simply be a reduction; it should offer similar cognitive load and room for mastery. Now, that guideline exaggerates the difference you've suggested here, but still, I think that's a worthwhile guideline and still decently relevant.