DND_Reborn
The High Aldwin
Actually, the two were already related due to how WotC worked bounded accuracy. Instead of escalating attack modifiers and AC, they went with escalating damage and hit points. They didn't solve the problem--they just shifted the focus.I think that shows why guidance would be necessary. If you want combats where people hit less often, then monsters take more hits to kill, so now you need to reduce hit points to compensate.
Fiddle with one lever, and there's a dial that needs to be adjusted elsewhere.
We wanted it shifted back, in a fashion. So, it wasn't about any cascading effect like you might imagine, it was about addressing two issues that were already related.
And, FWIW, we started with reducing hp and quickly decided to raise AC afterward (like you suggest here):
ASIDE: I'm curious why you settled on disadvantage instead of just raising AC though.
The reason we rejected a flat +4 or 5 to AC was because it made some things unhittable, which was the point of bounded accuracy to correct. By choosing disadvantage, we didn't adjust the floor or ceiling levels at all, just the chances of rolling in between them.
If someone doesn't foresee the pitfalls of how systems are related, then yes guidance would be helpful.
![Man shrugging :man_shrugging: 🤷♂️](https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f937-2642.png)
And, actually, you don't need to reduce hp if you don't want to, but we found doing so keeps combats close to the same length. In all our playtesting and actual use, I would say our mod makes your typical battle 1-2 rounds longer.
That has since been addressed by using critical damage, instead of critical hits.