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<blockquote data-quote="TheSword" data-source="post: 9588783" data-attributes="member: 6879661"><p>If your game allows players to memorize the monster manual and act with full knowledge of every creature in the games vulnerabilities and weaknesses then this is advantage. If that isn’t how you play then it won’t be. Though worth noting at least one martial ability lets you gain this information.</p><p></p><p>As I mentioned a martial’s ability to hit AC scales much faster than the AC does and advantage, class abilities, magic weapons, maneuvers, etc makes AC a pretty straightforward proposition. 5e monsters become tougher by having more hp by and large not more AC. A hill giant for instance has AC13. Hitting AC is rarely a challenge even for the most armoured critters.</p><p></p><p>Sure and the other that you pick that are circumstantially good are still only useful a fraction of the time. </p><p></p><p>As I said in my post, Advantage and Inspiration. But I’ll add in your suggestion of critical hits.</p><p></p><p>Not many. Scorching Ray is one of the few. It deals commonly resisted fire damage and is spread out across multiple attack rolls limiting the benefit from advantage/inspiration etc. Good point about crits though. That takes my point even further.</p><p></p><p>Off the top of my head, legendary resistance, Magic resistance, energy resistance, immunities, evasion, uncanny dodge, globes of invulnerability, anti magic eyeballs, silence, mage slayer, indomitable, counterspell. Those are just the ones that spring out immediately.</p></blockquote><p></p>
[QUOTE="TheSword, post: 9588783, member: 6879661"] If your game allows players to memorize the monster manual and act with full knowledge of every creature in the games vulnerabilities and weaknesses then this is advantage. If that isn’t how you play then it won’t be. Though worth noting at least one martial ability lets you gain this information. As I mentioned a martial’s ability to hit AC scales much faster than the AC does and advantage, class abilities, magic weapons, maneuvers, etc makes AC a pretty straightforward proposition. 5e monsters become tougher by having more hp by and large not more AC. A hill giant for instance has AC13. Hitting AC is rarely a challenge even for the most armoured critters. Sure and the other that you pick that are circumstantially good are still only useful a fraction of the time. As I said in my post, Advantage and Inspiration. But I’ll add in your suggestion of critical hits. Not many. Scorching Ray is one of the few. It deals commonly resisted fire damage and is spread out across multiple attack rolls limiting the benefit from advantage/inspiration etc. Good point about crits though. That takes my point even further. Off the top of my head, legendary resistance, Magic resistance, energy resistance, immunities, evasion, uncanny dodge, globes of invulnerability, anti magic eyeballs, silence, mage slayer, indomitable, counterspell. Those are just the ones that spring out immediately. [/QUOTE]
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