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<blockquote data-quote="Celebrim" data-source="post: 5848630" data-attributes="member: 4937"><p><span style="color: blue"></span></p><p><span style="color: blue"></span></p><p><span style="color: blue">I would suggest that the DM keep up with this one because the player doesn't know the AC of what he's hitting. It's a bit metagamey to tell the player the AC (though in the case of armor it can be inferred). </span></p><p><span style="color: blue"></span></p><p><span style="color: blue">My advice is that if you have the PC's: Gutboy, Dougal, and Morgan to create before play a Gutboy vs. AC table, Dougal vs. AC table, and Morgan vs. AC table for the DM's use. Players can be responcible for creating them but the DM is the one that actually needs them. At that point then, you need only worry about transient modifiers (bless spells, etc.) to hit, and the player can simply report the results of his attack throw without adding magical modifiers, strength bonus, specialization, and 'weapon vs. AC modifiers' to be added up on the fly.</span></p><p><span style="color: blue"></span></p><p><span style="color: blue">Used this way, there is a minimal amount of over head per PC, but the complexities of the table just disappear and combat can be run quite quickly.</span></p><p><span style="color: blue"></span></p><p><span style="color: blue">Any calculation that you can move from play time to prep time is usually time well spent.</span></p><p><span style="color: blue"></span></p><p><span style="color: blue">Of course, if you do this, you'll possibly become disatisfied with certain areas of the game. This is exactly the move I made that led to me giving monsters ability scores. I loved how different weapons were better against different sorts of foes, but hated how monster ACs were usually reported as a single number rather than an Armor Class and a Armor Bonus. After all, a monster with an AC of 10 and a AB of +6 was a very different monster than one with an AC of 0 and a AB of -2. One is slow and lumbering and best attacked with large heavy weapons that can penetrate its thick hide. The other is swift and lithe and best attacked with light and graceful weapons that can quickly intercept it. From there, monsters got dexterity scores... and before I knew it I had a home brew that resembled a disorganized version of 3e.</span></p></blockquote><p></p>
[QUOTE="Celebrim, post: 5848630, member: 4937"] [COLOR=blue] I would suggest that the DM keep up with this one because the player doesn't know the AC of what he's hitting. It's a bit metagamey to tell the player the AC (though in the case of armor it can be inferred). My advice is that if you have the PC's: Gutboy, Dougal, and Morgan to create before play a Gutboy vs. AC table, Dougal vs. AC table, and Morgan vs. AC table for the DM's use. Players can be responcible for creating them but the DM is the one that actually needs them. At that point then, you need only worry about transient modifiers (bless spells, etc.) to hit, and the player can simply report the results of his attack throw without adding magical modifiers, strength bonus, specialization, and 'weapon vs. AC modifiers' to be added up on the fly. Used this way, there is a minimal amount of over head per PC, but the complexities of the table just disappear and combat can be run quite quickly. Any calculation that you can move from play time to prep time is usually time well spent. Of course, if you do this, you'll possibly become disatisfied with certain areas of the game. This is exactly the move I made that led to me giving monsters ability scores. I loved how different weapons were better against different sorts of foes, but hated how monster ACs were usually reported as a single number rather than an Armor Class and a Armor Bonus. After all, a monster with an AC of 10 and a AB of +6 was a very different monster than one with an AC of 0 and a AB of -2. One is slow and lumbering and best attacked with large heavy weapons that can penetrate its thick hide. The other is swift and lithe and best attacked with light and graceful weapons that can quickly intercept it. From there, monsters got dexterity scores... and before I knew it I had a home brew that resembled a disorganized version of 3e.[/color] [/QUOTE]
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