Neonchameleon
Legend
It's just struck me how much less effective armour and especially plate armour has got since WotC bought out TSR.
The situation is even more interesting with the humble kobold and its damage.
- In AD&D field plate is AC2 (and full plate is AC1). A basic orc has a THAC0 of 19 and so needs a 17 to hit field plate, doing 1d8 damage per attack vs a rolled 1d10 hp for a fighter.
- In 3.0/3.5 plate armour is AC+8 for AC 18. A basic orc is listed as having a +4 to attack, needing 14s, and doing 2d4+4 damage vs 10+con hp.
- In 4e with the extra starting hp and orcs being slightly higher level the situation isn't comparable. But plate armour is still pretty useless; AC 18 and a first level monster is at +6 to hit.
- In 5e our plate armour is still AC 18 (and with no dex possible) but our orc is now +5 to hit, needing 13s, doing 1d12+3 damage vs 10+con hp.
The situation is even more interesting with the humble kobold and its damage.
- The AD&D kobold has a THAC0 of 20 (one worse than the orc) and does 1-4 or 1-6 damage depending on weapon. A hail of slingstones need a few lucky hits to take down a fighter in plate and with a shield as they need 19s to hit.
- 3.X kobolds are +1 to hit (needing 19s on a shielded fighter) and do 1d6-1 damage with spears or +3 to hit and do 1d3-1 damage with slings. A fighter can tank both for quite a long time. The kobolds can hit with the slings of outrageous numbers, but the damage is puny.
- 4e kobolds again are non-comparable, especially as 4e separates the actual fighters from the miners (and makes kobold miners minions).
- 5e kobolds are +4 to hit at melee and range (needing 16s to hit our plate armour and shield fighter) and do 1d4+2 damage. That's gonna leave a mark, especially as they get advantage when mass-ganking someone. And it also means that whereas in both 3.5 and 5e you wanted to rush the shooters to force them into melee it won't do a lot here.