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A Proper Ability Score Generation Preference Poll
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<blockquote data-quote="smbakeresq" data-source="post: 7276844" data-attributes="member: 28301"><p>Off topic, regarding that %99 of the time you only miss on a 1 claim, I pulled out City of Skulls module since it has pregens in it. The To Hit AC 0 of the PCs listed with all feats and str and weapons included are 6, 8, 10, 12, 10, 13. The monsters (not including slimes and riff-raff) are mostly between AC 3 to 0,using the old system the PC's would need to roll those numbers above those numbers above. The bosses AC are -3 and -6, so to hit those bosses the players would need to roll, in order,9+, 11+, 13+, 15+, 13+ and 16+. Against the Hezrou they would need to add 3 more to those numbers, or 12, 14, 16, 18, 16, and 19. Essentially the PCs as given in the adventure by Carl Sargeant have about a %55 chance to hit for the martial types against the regular bad guys, and less against the heavy hitters, ranging from %45 for the best to %15.</p><p></p><p></p><p>The players themselves are 11th level, and have better AC's then the monsters, -3 to 1, which at that time was pretty good. The monsters generally have about a %35 chance to hit those players AC's.</p><p></p><p>That's they way D&D is designed, as a PC you are supposed to take many more attacks (but many misses) while you are swinging less but hitting more. 5E has greatly expanded this with bounded accuracy, monsters generally having lower ACs but more HP, and players really able to get in a lot of hits. That makes combat fun. </p><p></p><p>No one likes to miss or be hit, everyone likes to dodge attacks and hit the enemy back. </p><p></p><p>BTW City of Skulls is a 2nd edition Module. If you DM GET IT, just for the great notoriety mechanic. Basically the bad guys are always watching in some way, shape or form. As the PC do things (kill people, destroy property, disrupt routines) they gain notoriety points, at certain levels the bad guys send a hit squad to investigate, the might of the squad escalates. Covering your tracks can lower your notoriety, as can smart play. I have used this mechanic in every single campaign since I read this for the first time in 1993.</p></blockquote><p></p>
[QUOTE="smbakeresq, post: 7276844, member: 28301"] Off topic, regarding that %99 of the time you only miss on a 1 claim, I pulled out City of Skulls module since it has pregens in it. The To Hit AC 0 of the PCs listed with all feats and str and weapons included are 6, 8, 10, 12, 10, 13. The monsters (not including slimes and riff-raff) are mostly between AC 3 to 0,using the old system the PC's would need to roll those numbers above those numbers above. The bosses AC are -3 and -6, so to hit those bosses the players would need to roll, in order,9+, 11+, 13+, 15+, 13+ and 16+. Against the Hezrou they would need to add 3 more to those numbers, or 12, 14, 16, 18, 16, and 19. Essentially the PCs as given in the adventure by Carl Sargeant have about a %55 chance to hit for the martial types against the regular bad guys, and less against the heavy hitters, ranging from %45 for the best to %15. The players themselves are 11th level, and have better AC's then the monsters, -3 to 1, which at that time was pretty good. The monsters generally have about a %35 chance to hit those players AC's. That's they way D&D is designed, as a PC you are supposed to take many more attacks (but many misses) while you are swinging less but hitting more. 5E has greatly expanded this with bounded accuracy, monsters generally having lower ACs but more HP, and players really able to get in a lot of hits. That makes combat fun. No one likes to miss or be hit, everyone likes to dodge attacks and hit the enemy back. BTW City of Skulls is a 2nd edition Module. If you DM GET IT, just for the great notoriety mechanic. Basically the bad guys are always watching in some way, shape or form. As the PC do things (kill people, destroy property, disrupt routines) they gain notoriety points, at certain levels the bad guys send a hit squad to investigate, the might of the squad escalates. Covering your tracks can lower your notoriety, as can smart play. I have used this mechanic in every single campaign since I read this for the first time in 1993. [/QUOTE]
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