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Drawbacks to Increasing Monster AC Across the Board?
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<blockquote data-quote="^Dagon^" data-source="post: 9652230" data-attributes="member: 7048127"><p>I agree with the OP that ACs in 5e are too low for the most part and as a DM I have been boosting AC in many cases to increase challenge. Boosting AC also gives more value to defensive builds that don't really make much sense in 5e vanilla. Having a more durable fighter because you know the fights are gonna last longer makes perfect sense.</p><p></p><p>HOWEVER, I would advise against a flat out increase across the board for flavor reasons. Do you feel galeb duhrs are too low on AC 17? I feel the same too - they are made of stone. But what about a slime? It is not supposed to be hard to hit because it is sluggish and soft. In the case of the slime you can make it immune to physical damage to increase difficulty instead (there are other ways too). I also lower hps in some cases, in fact for every 1 case of hp increase there are 5 for hp decrease in my campaigns.</p><p></p><p>So, check each case individually and see. Like many others said, it doesn't make sense to increase the goblin's AC from 15 to 17 just because. In this case it may be better to just throw in more goblins.</p><p></p><p>* Increasing monsters' attack bonus is not a good idea. There is really no stacking in 5e and doing so you just throw defensive characters out of the window. I am not talking about a few, individual cases, I am talking about it as a general idea.</p></blockquote><p></p>
[QUOTE="^Dagon^, post: 9652230, member: 7048127"] I agree with the OP that ACs in 5e are too low for the most part and as a DM I have been boosting AC in many cases to increase challenge. Boosting AC also gives more value to defensive builds that don't really make much sense in 5e vanilla. Having a more durable fighter because you know the fights are gonna last longer makes perfect sense. HOWEVER, I would advise against a flat out increase across the board for flavor reasons. Do you feel galeb duhrs are too low on AC 17? I feel the same too - they are made of stone. But what about a slime? It is not supposed to be hard to hit because it is sluggish and soft. In the case of the slime you can make it immune to physical damage to increase difficulty instead (there are other ways too). I also lower hps in some cases, in fact for every 1 case of hp increase there are 5 for hp decrease in my campaigns. So, check each case individually and see. Like many others said, it doesn't make sense to increase the goblin's AC from 15 to 17 just because. In this case it may be better to just throw in more goblins. * Increasing monsters' attack bonus is not a good idea. There is really no stacking in 5e and doing so you just throw defensive characters out of the window. I am not talking about a few, individual cases, I am talking about it as a general idea. [/QUOTE]
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Drawbacks to Increasing Monster AC Across the Board?
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