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General Tabletop Discussion
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Drawbacks to Increasing Monster AC Across the Board?
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<blockquote data-quote="Sunseeker" data-source="post: 6810318"><p>That's one of the things I don't like about lower AC with more HP. The enemy, just as much as the player, knows the outcome. If they're played smartly, after the first or second attack, you'll know if you're going to win or lose, so will then and they should act accordingly. They'll run off, get better gear, get more allies, etc... but doing this for every two-bit NPC is counterproductive. So with higher ac and lower health, the outcome is more in doubt, as a single good hit could be their downfall, but them being egotistical jerks, they're counting on that string of failed hits against them to lead them to victory.</p><p></p><p>To be fair, I'll note that I also homebrew most of my monsters. My level 3 party is still fighting Thugs, but thugs that look something like:</p><p>AC 16, HP: 30, +5 str, +3 dex; +1 attack bonus ('cause they're not really a class, they're sorta half-trained), and shortswords/shortbows. You hit less often, they hit more often, deal more damage, but when the party can do 10-15 points per attack, that's only two-3 hits needed to kill them. I think both my fighters have a +7 to hit and my Monk has a +6. So they already have a 50-55% chance to hit. The standard Thug AC is 11, 11! Even if I included ~6 of them to make it an appropriate challenge, my players would have an 80% chance to hit! The worst among them would still have a 75% chance! To me, that's insane. Statistically, it's not even a fight, it's a slaughter.</p></blockquote><p></p>
[QUOTE="Sunseeker, post: 6810318"] That's one of the things I don't like about lower AC with more HP. The enemy, just as much as the player, knows the outcome. If they're played smartly, after the first or second attack, you'll know if you're going to win or lose, so will then and they should act accordingly. They'll run off, get better gear, get more allies, etc... but doing this for every two-bit NPC is counterproductive. So with higher ac and lower health, the outcome is more in doubt, as a single good hit could be their downfall, but them being egotistical jerks, they're counting on that string of failed hits against them to lead them to victory. To be fair, I'll note that I also homebrew most of my monsters. My level 3 party is still fighting Thugs, but thugs that look something like: AC 16, HP: 30, +5 str, +3 dex; +1 attack bonus ('cause they're not really a class, they're sorta half-trained), and shortswords/shortbows. You hit less often, they hit more often, deal more damage, but when the party can do 10-15 points per attack, that's only two-3 hits needed to kill them. I think both my fighters have a +7 to hit and my Monk has a +6. So they already have a 50-55% chance to hit. The standard Thug AC is 11, 11! Even if I included ~6 of them to make it an appropriate challenge, my players would have an 80% chance to hit! The worst among them would still have a 75% chance! To me, that's insane. Statistically, it's not even a fight, it's a slaughter. [/QUOTE]
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