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*Pathfinder & Starfinder
Defenses and To Hits for Your Party ~ Averages
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<blockquote data-quote="monboesen" data-source="post: 5408906" data-attributes="member: 4647"><p>Here are the statistical arguments.</p><p></p><p>At level 13 a “normal” dwarf fighter would be at +19 vs. AC. </p><p>I arrive at this number like this: +6 lvl, +3 enhancement, +2 proficiency, +1 fighter weapon talent, +5 ability (str 21), +2 feat (weapon expertise)</p><p>Your dwarf friend has +1 from ability (str 13) and no weapon expertise feat (I assume). Because of this he “lacks” 6 from his attack vs. AC making it +13 vs. AC.</p><p></p><p>Monsters have expected values for AC, Defenses and Attacks. Just like characters. They are:</p><p>AC: lvl +14 </p><p>Defense: lvl +12</p><p>So a 13th level monster has an expected AC of 27. This means that a standard 13th level character (like our “normal” dwarf fighter) hits on a roll of 8+. That translates into a 65% hit chance and will stay that way from level 1 to level 30.</p><p>Whereas your dwarf friend hits the AC on a 14+, that’s a 35% chance of hitting. Doesn’t sound like much fun to me.</p><p>If he keeps the strength at 13 and doesn’t take weapon expertise his hit chance will drop to 30 % at level 20, 20% at level 25 and 15% at level 30.</p><p></p><p>So the problem is twofold. </p><p>The first part is that his primary ability is way way to low. At level 1 it really needs to be at least 16 and it absolutely needs to be increased at every chance (lvl 4, 8, 14, 18, 24, 28). </p><p>The other problem is the expertise feat. It seems to be a sort of math fix that keeps characters attack bonus at the expected value. Without it even normal characters slowly slide behind the curve (by 5% per tier). DM’s handle this in different ways. Some just gives out the expertise feats as bonus feats, some argue that as levels increase the characters have so many ways to grant attack bonuses to each other that it makes up for the deficit, and some adjust monster defenses (by -1 per tier). </p><p></p><p>Personally I do the last one.</p></blockquote><p></p>
[QUOTE="monboesen, post: 5408906, member: 4647"] Here are the statistical arguments. At level 13 a “normal” dwarf fighter would be at +19 vs. AC. I arrive at this number like this: +6 lvl, +3 enhancement, +2 proficiency, +1 fighter weapon talent, +5 ability (str 21), +2 feat (weapon expertise) Your dwarf friend has +1 from ability (str 13) and no weapon expertise feat (I assume). Because of this he “lacks” 6 from his attack vs. AC making it +13 vs. AC. Monsters have expected values for AC, Defenses and Attacks. Just like characters. They are: AC: lvl +14 Defense: lvl +12 So a 13th level monster has an expected AC of 27. This means that a standard 13th level character (like our “normal” dwarf fighter) hits on a roll of 8+. That translates into a 65% hit chance and will stay that way from level 1 to level 30. Whereas your dwarf friend hits the AC on a 14+, that’s a 35% chance of hitting. Doesn’t sound like much fun to me. If he keeps the strength at 13 and doesn’t take weapon expertise his hit chance will drop to 30 % at level 20, 20% at level 25 and 15% at level 30. So the problem is twofold. The first part is that his primary ability is way way to low. At level 1 it really needs to be at least 16 and it absolutely needs to be increased at every chance (lvl 4, 8, 14, 18, 24, 28). The other problem is the expertise feat. It seems to be a sort of math fix that keeps characters attack bonus at the expected value. Without it even normal characters slowly slide behind the curve (by 5% per tier). DM’s handle this in different ways. Some just gives out the expertise feats as bonus feats, some argue that as levels increase the characters have so many ways to grant attack bonuses to each other that it makes up for the deficit, and some adjust monster defenses (by -1 per tier). Personally I do the last one. [/QUOTE]
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