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Ability Scores Are Different Now?
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<blockquote data-quote="Tony Vargas" data-source="post: 6349014" data-attributes="member: 996"><p>Generally in all editions of D&D, it was pretty hard for much-lower-level (HD in AD&D) monsters to hit you, at all. We're talking natural 20s. In AD&D that was dependent on the random treasure tables coughing up the right magic armor, shields, and other protective devices, while in 3.x & 4e there were wealth/level guidelines that more or less assured you'd get those (and both eds also eventually featured fairly simple options to do away with 'item dependence' for things like attack & AC).</p><p></p><p>Conversely, you could mop 'em up pretty quickly. Casters could sweep them away with AEs, and AD&D fighters got 1 attack /per level every round/ against less-than-1-HD monsters, while 3e fighters could have WWA or Great Cleave feat-trees completed, and 4e fighters had some Close burst powers. </p><p></p><p>The one exception to that was that, in 4e, a much-lower-level monster could be re-statted as a 10-levels-higher, but same exp-value, 'minion' (a one-hit-kills monster, with level-appropriate attacks & defenses but fixed damage). That trick resulted in a decidedly lesser enemy that could have a reasonable chance of hitting you or being missed, but could still be quickly dealt with (again, as with contemptible foes in all eds, preferably with an AE of somekind).</p><p></p><p></p><p>In 5e, the design philosophy of 'bounded accuracy' finally settled on giving proficiency bonuses of +2 to +6 over 20 levels, so that's about the variance you'd expect. A monster that you hit on a 13 at 1st level, you'd hit on a 9 or less at 20th (possibly a lot less if your stats have gone up and you have a powerful magic weapon). Similarly, if you have some magic armor or other defenses and/or your DEX went up, it'll have a harder time hitting you. The original idea was not to have any progress at all, just more hps and damage. The final form, though, gives you a sense of progress if you go back and swing at a monster that you used to fight when you were an apprentice, while leaving you some chance of missing, and it some chance of hitting, without necessarily invoking natural 1 or 20 rules.</p></blockquote><p></p>
[QUOTE="Tony Vargas, post: 6349014, member: 996"] Generally in all editions of D&D, it was pretty hard for much-lower-level (HD in AD&D) monsters to hit you, at all. We're talking natural 20s. In AD&D that was dependent on the random treasure tables coughing up the right magic armor, shields, and other protective devices, while in 3.x & 4e there were wealth/level guidelines that more or less assured you'd get those (and both eds also eventually featured fairly simple options to do away with 'item dependence' for things like attack & AC). Conversely, you could mop 'em up pretty quickly. Casters could sweep them away with AEs, and AD&D fighters got 1 attack /per level every round/ against less-than-1-HD monsters, while 3e fighters could have WWA or Great Cleave feat-trees completed, and 4e fighters had some Close burst powers. The one exception to that was that, in 4e, a much-lower-level monster could be re-statted as a 10-levels-higher, but same exp-value, 'minion' (a one-hit-kills monster, with level-appropriate attacks & defenses but fixed damage). That trick resulted in a decidedly lesser enemy that could have a reasonable chance of hitting you or being missed, but could still be quickly dealt with (again, as with contemptible foes in all eds, preferably with an AE of somekind). In 5e, the design philosophy of 'bounded accuracy' finally settled on giving proficiency bonuses of +2 to +6 over 20 levels, so that's about the variance you'd expect. A monster that you hit on a 13 at 1st level, you'd hit on a 9 or less at 20th (possibly a lot less if your stats have gone up and you have a powerful magic weapon). Similarly, if you have some magic armor or other defenses and/or your DEX went up, it'll have a harder time hitting you. The original idea was not to have any progress at all, just more hps and damage. The final form, though, gives you a sense of progress if you go back and swing at a monster that you used to fight when you were an apprentice, while leaving you some chance of missing, and it some chance of hitting, without necessarily invoking natural 1 or 20 rules. [/QUOTE]
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