(Psi)SeveredHead
Adventurer
Herremann the Wise said:Hello Everyone,
I was thinking about core D&D mechanics the other day and in particular the Attack versus Armor Class system. The advancement in the attack modifier seems to outstrip advancement in AC quite handily, particularly when a certain level is reached. If not for the buffer of the hit point system, this would almost "break" the game.
I have noticed that some DMs houserule AC advancement so that when wielding a weapon, a character will gain a small AC bonus. In other words, they buff AC to keep up with attack modifiers. However, I was wondering if this is pulling the wrong rein. Perhaps if the BAB progression was more in line with saves (thus reaching a maximum of +12 at 20th level rather than +20), then the attack modifier/AC system might be a little more balanced.
However, does this aspect of the game need to be balanced? Is it too easy to hit things? And if attack modifier/AC was balanced out how would the game as a whole change?
Best Regards
Herremann the Wise
IMO it is too easy to hit things, and that's part of the problem with Power Attack 3.5. Things are so easy to hit you can Power Attack for 5 and not whiff. Worse if you charge. It's also a big problem for light-armored characters, even mages (who don't abuse Polymorph, that is).
Monsters often have natural rather than iterative attacks; it is even easier for them to hit things. Even with big penalties to hit due to size, their high Strength means they don't miss much at all. Players just assume they're going to be hit, and clerics spend more time healing than they'd like.
The only easy way to boost AC in the rules are magic items, which has a bunch of problems, including NPCs getting "nerfed" in that area.
One of the things I like about d20 Modern - a class bonus to Defense plus MDT means lots of dodging and parrying like in a movie. Still too many hit points, but less than in DnD.
I'd like to see that change in 4E.