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D&D Older Editions
4E vs 5E: Monsters and bounded accuracy
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<blockquote data-quote="The Crimson Binome" data-source="post: 6906787" data-attributes="member: 6775031"><p>What's wrong with, as a very basic example, adding proficiency bonus to AC? It represents skill making you harder to hit, in the exact same way that skill makes it easier for you <em>to</em> hit. Plate armor would always have a constant AC... once you adjust for skill level.</p><p></p><p>The treadmill problem was poor design on the part of DMs and adventure writers, who insisted that you only use near-same-level enemies. It actually works pretty well if you include enemies that are much higher or lower level than the PCs, and it obviates the need for excessive HP scaling. Instead of the level 1 boss having AC18 and 23hp, and the level 20 boss having AC 20 and 800hp; you can give the level 1 boss AC18 and 23hp, and the level 20 boss AC37 and 95hp.</p><p></p><p>It means that a low-level character probably <em>won't</em> hurt a high-level enemy, but if they <em>do</em> hit then the damage is worth tracking. I find that significantly preferable to the current situation, where a low-level character can fairly easily <em>hit </em>a high-level enemy, but that enemy has so many HP that the hit doesn't have any meaningful effect.</p></blockquote><p></p>
[QUOTE="The Crimson Binome, post: 6906787, member: 6775031"] What's wrong with, as a very basic example, adding proficiency bonus to AC? It represents skill making you harder to hit, in the exact same way that skill makes it easier for you [I]to[/I] hit. Plate armor would always have a constant AC... once you adjust for skill level. The treadmill problem was poor design on the part of DMs and adventure writers, who insisted that you only use near-same-level enemies. It actually works pretty well if you include enemies that are much higher or lower level than the PCs, and it obviates the need for excessive HP scaling. Instead of the level 1 boss having AC18 and 23hp, and the level 20 boss having AC 20 and 800hp; you can give the level 1 boss AC18 and 23hp, and the level 20 boss AC37 and 95hp. It means that a low-level character probably [I]won't[/I] hurt a high-level enemy, but if they [I]do[/I] hit then the damage is worth tracking. I find that significantly preferable to the current situation, where a low-level character can fairly easily [I]hit [/I]a high-level enemy, but that enemy has so many HP that the hit doesn't have any meaningful effect. [/QUOTE]
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