Saeviomagy
Adventurer
Why shouldn't monsters have higher reflex saves than armor? 3e rogues usually did.
Stalker0 said:On the other hand, you get the absurdity that some things are easier to hit and hurt then they are to touch if you don't have AC scale with reflex defense.
Saeviomagy said:Why shouldn't monsters have higher reflex saves than armor? 3e rogues usually did.
I've only seen this with two monsters: the immolith and kobold slinger. Have you seen any others with Ref higher than AC?Keenath said:I noticed something weird -- some monsters have a Reflex higher than their AC. How does that work? How can it be easier to evade a beam of magical power than to dodge an arrow?
I mean, maybe it's not that big a deal, but -- do you think that's intentional, or an oversight, or even just a typo?
VannATLC said:The other, more common acceptance, ime, is the acknowledgement that the only hit that does real damage is the one that drops you.
No, I don't think they are errors. They might be, but I think it's not unlikely that the different monster roles emphasise Reflex and AC differently. Artillery monsters might have a higher Reflex Save based on the idea of them needing to evade magical ranged attacks more often, while a low AC means that they are (intentionally) weaker and more vulnerable in close combat. This emphasizes the difference on how they fight and how you fight them.Obscure said:I've only seen this with two monsters: the immolith and kobold slinger. Have you seen any others with Ref higher than AC?
If it's only these two, I think chances are pretty high that they're just stat block errors. WotC has been known to make one or two of those.![]()
The "metal" or "WWCD*" interpretation is: You soldier on, despite grevious wounds.loseth said:I like:
*Most blows either a) miss you or b) hit you with so little force as to be inconsequential.
*The blow that bloodies you hits you and hurts you, but not enough to degrade your combat effectiveness.
*The blow that knocks you below 0 HP really hurts you, maybe enough to kill you.
Now, after 0 HP, things get a little odd in 4e, IMHO, with the possibility to pop back up and rejoin the fight as if nothing had happened, but up until then it works really well for me.
HP = Your fighting capacity, and ability to be physically able to fight and survive a conflict. Thus why there is bloodied mechanics to show when ability to fight has grown limited and finally when you become incapacitated and when in this state of near death, the prospect of death is more real, because this final major incapacitation can potentially cause life-threatening injuries.
Healing Surges = Your actual health, this represents how well your body, mind and the level of physical capabilities you are able to endure and press onward with. The more healing surges you use, showcases you placing extra stress on your body to push on and work at fuller capacities, as well as make minor injuries patched up.
As you use up your Healing Surges it means it is harder too reach your full fighting potential because your injuries and sheer stress on your body has begun to build up. When all your Healing Surges are gone, this is when you have reached the end of the line and your body is suffering too much to continue working at full capacity.
Now, after 0 HP, things get a little odd in 4e, IMHO, with the possibility to pop back up and rejoin the fight as if nothing had happened, but up until then it works really well for me.