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Idea for priests in a temple: (un)holy armour
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<blockquote data-quote="DEFCON 1" data-source="post: 7511935" data-attributes="member: 7006"><p>PCs and monsters don't get the same thing. And players shouldn't complain about it. If they do... then just ask them if they want to see all manner of monsters start using Second Wind and Action Surge, because the game deliberately doesn't give those fighter abilities out to the monsters even though a good percentage of them probably should.</p><p></p><p>In terms of your own game though for this... what I assume is meant to be an encounter... if you are looking to have the priests get higher AC because the PCs are going to attack the temple and you want the fight to be a little more difficult then some other suggestions would be:</p><p></p><p>- Make half of them "monks" rather than "priests" and thus they get higher unarmored AC anyway. Or just make all of them "monk priests" so they all get higher unarmored AC and can cast cleric spells.</p><p>- Make the temple a "holy place" for the priests where anyone inside the temple and who is devoted to the god in question is perpetually under the effects of a <em>Shield of Faith</em> spell.</p><p>- Keep the priests' unarmored AC as it is, and either just greatly up the number of priests so that their lower AC is offset by larger amounts of enemies... or just slow down the PCs assault of the temple such that most of them can go back to their rooms and put their armor on. If these are priests who normally wear armor, there is no reason to think that they would suddenly decide to just run up to these miscreants in their temple halls in wave after wave of cannon fodder. They'd let the PCs wander the empty halls while they do get kitted up for a real fight.</p></blockquote><p></p>
[QUOTE="DEFCON 1, post: 7511935, member: 7006"] PCs and monsters don't get the same thing. And players shouldn't complain about it. If they do... then just ask them if they want to see all manner of monsters start using Second Wind and Action Surge, because the game deliberately doesn't give those fighter abilities out to the monsters even though a good percentage of them probably should. In terms of your own game though for this... what I assume is meant to be an encounter... if you are looking to have the priests get higher AC because the PCs are going to attack the temple and you want the fight to be a little more difficult then some other suggestions would be: - Make half of them "monks" rather than "priests" and thus they get higher unarmored AC anyway. Or just make all of them "monk priests" so they all get higher unarmored AC and can cast cleric spells. - Make the temple a "holy place" for the priests where anyone inside the temple and who is devoted to the god in question is perpetually under the effects of a [I]Shield of Faith[/I] spell. - Keep the priests' unarmored AC as it is, and either just greatly up the number of priests so that their lower AC is offset by larger amounts of enemies... or just slow down the PCs assault of the temple such that most of them can go back to their rooms and put their armor on. If these are priests who normally wear armor, there is no reason to think that they would suddenly decide to just run up to these miscreants in their temple halls in wave after wave of cannon fodder. They'd let the PCs wander the empty halls while they do get kitted up for a real fight. [/QUOTE]
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