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Armor and Extended Rest
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<blockquote data-quote="KarinsDad" data-source="post: 5680198" data-attributes="member: 2011"><p>Err, not really. On average, a defender will survive 5 enemies attacking him for a single round if the defender is at full hit points (30% to 45% chance to hit per foe = 14.5 to 20 average points of damage at level one). But, 3 or 4 foes out of 5 hitting him will usually make him unconscious (27 to 36 average damage level one).</p><p></p><p>Although this gets slight better at higher levels, the enemies average 1 more point of damage each per level if they hit (5 foes = 5 more damage per level if they all hit), defenders only get 6 to 7 more hit points per level. It takes quite a few levels for that 1 or 2 extra hit points per level to help.</p><p></p><p>So, all 5 foes hitting will often take out a mid-Paragon level Defender shy of interrupts or other specialized defenses stopping some of it. All 5 NPCs hitting tends to be rare, but not all attacks are against AC either.</p><p></p><p>Many PCs have ACs only slightly lower than a Defender and hit points 3 to 7 less at first level, so most PCs will survive 2 successful hits in the same round, but like the Defender, 3 successful hits tends to take them down. The odds are just a little better that 3 will hit.</p><p></p><p></p><p></p><p>You assume that in round one, the Defender marks the foes before the foes attack. In my experience, more NPCs win initiative than PCs, so it's best to attack the most lightly armored PCs. It doesn't make sense to melee attack PCs in Scale or Plate (and possibly a shield) if an NPC, especially a range NPC, can attack foes in Cloth or Leather, typically without shields. On the other hand, Reflex and Will attacks are generally (but not always) best against PCs in heavy armor.</p><p></p><p>But, taking out PC Leaders is still key to any encounters. If the DM plays fair, the NPCs typically do not know who the PC Leaders are until they start doing leadery type things (like buffs, debuffs, and/or heals and the first two could be a controller). The number one advantage PCs have over NPCs is healing, so if the NPCs can sniff out a healer, they should smoke him. Just like PCs should smoke NPC healers (rare, but we had one in today's game).</p></blockquote><p></p>
[QUOTE="KarinsDad, post: 5680198, member: 2011"] Err, not really. On average, a defender will survive 5 enemies attacking him for a single round if the defender is at full hit points (30% to 45% chance to hit per foe = 14.5 to 20 average points of damage at level one). But, 3 or 4 foes out of 5 hitting him will usually make him unconscious (27 to 36 average damage level one). Although this gets slight better at higher levels, the enemies average 1 more point of damage each per level if they hit (5 foes = 5 more damage per level if they all hit), defenders only get 6 to 7 more hit points per level. It takes quite a few levels for that 1 or 2 extra hit points per level to help. So, all 5 foes hitting will often take out a mid-Paragon level Defender shy of interrupts or other specialized defenses stopping some of it. All 5 NPCs hitting tends to be rare, but not all attacks are against AC either. Many PCs have ACs only slightly lower than a Defender and hit points 3 to 7 less at first level, so most PCs will survive 2 successful hits in the same round, but like the Defender, 3 successful hits tends to take them down. The odds are just a little better that 3 will hit. You assume that in round one, the Defender marks the foes before the foes attack. In my experience, more NPCs win initiative than PCs, so it's best to attack the most lightly armored PCs. It doesn't make sense to melee attack PCs in Scale or Plate (and possibly a shield) if an NPC, especially a range NPC, can attack foes in Cloth or Leather, typically without shields. On the other hand, Reflex and Will attacks are generally (but not always) best against PCs in heavy armor. But, taking out PC Leaders is still key to any encounters. If the DM plays fair, the NPCs typically do not know who the PC Leaders are until they start doing leadery type things (like buffs, debuffs, and/or heals and the first two could be a controller). The number one advantage PCs have over NPCs is healing, so if the NPCs can sniff out a healer, they should smoke him. Just like PCs should smoke NPC healers (rare, but we had one in today's game). [/QUOTE]
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