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<blockquote data-quote="Charlaquin" data-source="post: 7520988" data-attributes="member: 6779196"><p>As others have said, try the game as-written first before you start making house rules. You may find that things aren’t as much of a problem as they seem from just reading, and you’ll definitely get a better feel for how best to change things to get the feel you’re looking for.</p><p></p><p></p><p>I would strongly recommend against this change. The math behind AC and attack bonuses is very tight in 5e. If you give Fighters +Proficiency Bonus to AC, you will find that they are nearly impossible to hit at high levels, and this will be on top of a very large pool of hit points that can be healed very very easily.</p><p></p><p>To illustrate why this might be a problem: Proficiency bonus caps out at +6. If you use this house rule, Fighters (and Paladins) who take this fighting style will be able to get up to 26 AC with full plate and a shield . For reference, the highest AC in the monster manual is the Tarrasque with 25. So you’d be handing every fighter and Paladin the ability to achieve higher AC than creature best known for its invulnerability, with no magic whatsoever. If you’re crazy enough to give out magic armor with this house rule in play, they could reach a hypothetical maximum of 32. This is possible by 17th level, at which point a fighter with a conservative 12 constitution has an average of 114 HP, if he rolls for HP instead of taking the fixed value each level. With second wind, he can heal an average of 11 HP, and that recovers on a short rest, and with hit dice, can heal around 55 additional HP per day, before taking into account any healing he might be able to get from potions and/or his allies’ spells.</p><p></p><p></p><p>This would be less overpowered than the former, but do keep in mind, a fighter gets 2 attacks per turn at 5th level and 3 per turn at 11th. He can double that once per day with an action surge (twice per day at 17th level), so this bonus damage is going to be multiplied at higher levels.</p><p></p><p></p><p>The thing is, you don’t need to house rule to make Fighters get better at what they do as their level increases. This is already built into the system, just in a different way that what you’re used to. Try it before you try to fix it, you might be surprised.</p><p></p><p></p><p>It won’t break the <em>game</em>, but it will break CR math big time at higher levels. That’s not exactly a new thing for D&D, and if you’ve been DMing for a while you’re probably pretty used to CR math not working very well at high levels anyway. But you are trying to fix something that isn’t broken here, and breaking it yourself in the process.</p></blockquote><p></p>
[QUOTE="Charlaquin, post: 7520988, member: 6779196"] As others have said, try the game as-written first before you start making house rules. You may find that things aren’t as much of a problem as they seem from just reading, and you’ll definitely get a better feel for how best to change things to get the feel you’re looking for. I would strongly recommend against this change. The math behind AC and attack bonuses is very tight in 5e. If you give Fighters +Proficiency Bonus to AC, you will find that they are nearly impossible to hit at high levels, and this will be on top of a very large pool of hit points that can be healed very very easily. To illustrate why this might be a problem: Proficiency bonus caps out at +6. If you use this house rule, Fighters (and Paladins) who take this fighting style will be able to get up to 26 AC with full plate and a shield . For reference, the highest AC in the monster manual is the Tarrasque with 25. So you’d be handing every fighter and Paladin the ability to achieve higher AC than creature best known for its invulnerability, with no magic whatsoever. If you’re crazy enough to give out magic armor with this house rule in play, they could reach a hypothetical maximum of 32. This is possible by 17th level, at which point a fighter with a conservative 12 constitution has an average of 114 HP, if he rolls for HP instead of taking the fixed value each level. With second wind, he can heal an average of 11 HP, and that recovers on a short rest, and with hit dice, can heal around 55 additional HP per day, before taking into account any healing he might be able to get from potions and/or his allies’ spells. This would be less overpowered than the former, but do keep in mind, a fighter gets 2 attacks per turn at 5th level and 3 per turn at 11th. He can double that once per day with an action surge (twice per day at 17th level), so this bonus damage is going to be multiplied at higher levels. The thing is, you don’t need to house rule to make Fighters get better at what they do as their level increases. This is already built into the system, just in a different way that what you’re used to. Try it before you try to fix it, you might be surprised. It won’t break the [I]game[/I], but it will break CR math big time at higher levels. That’s not exactly a new thing for D&D, and if you’ve been DMing for a while you’re probably pretty used to CR math not working very well at high levels anyway. But you are trying to fix something that isn’t broken here, and breaking it yourself in the process. [/QUOTE]
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