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Drawbacks to Increasing Monster AC Across the Board?
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<blockquote data-quote="tetrasodium" data-source="post: 9653070" data-attributes="member: 93670"><p>[MEDIA=youtube]DE5p9m5MOKY[/MEDIA]</p><p>Barbie might have said it, but it was never true & neither was any of this hand wringing used to justify approaching a multi player team game like a single player experience with your own supporting cast. You and [USER=6801299]@Horwath[/USER] have justified ignoring the extreme timesink each player can force on everyone else at the table by approaching their multiattack turn as 5e's & 5.5's RAI☆ encourages using a couple key points. </p><p></p><p>Firstly is the idea that basic elementary school math is too much work now that we do all carry a calculator around with us at all times(<a href="https://play.google.com/store/apps/details?id=com.google.android.calculator&hl=en_US&pli=1" target="_blank">android </a><a href="https://apps.apple.com/us/app/calculator/id1069511488" target="_blank">IOS</a>) like many math teachers once asked about in the past, but inflating individual player turn lengths by minutes with ~70% hitrate across all attacks is not even effective at avoiding that. Players still need to roll a d20, & add prof+attrib+mods to the roll, the only change is that instead of adding the first second third or fourth BaN+attrib+mods number from the sheet beside the weapon it's the same numbers added to the d20 each time. If avoiding first grade math was truly the goal, 5e's not even the best example of that... We have an official 2e sheet to thank for demonstrating how far from that goal 5e fell</p><p>[ATTACH=full]404790[/ATTACH]</p><p>The math was already calculated for d20 rolls at level up or similar & players just needed to glance at the d20+sheet.</p><p></p><p>Secondly is the faulty combination of not making progress during a turn & the idea that without a 70% hitrate across all attacks in the chain it would cause combat to be a slog. This is faulty because 5e's hit point inflation is the (bad) bandaid fix used to plaster over sone of the problems caused by making all attacks in the chain have such a reliable hitrate making it strange to claim that without the problem created by the hitrate we would have combat be a slog because the bandaid created to hide that problem would be too noticeable, but that fails to admit that it was never how it worked in the past. Back when d&d had the iterative attack penalty (base/-5/-10/-15) it already avoided the endless combat problem because the first attack for a full BaB PC was almost certain to hit & gear+the buffs that come from cross player <a href="https://www.youtube.com/watch?v=d5At3bTi04M" target="_blank">reciprocity</a> would frequently push later attacks into being fairly reliable against monsters with HP pools tuned to not need too much more than the reliable attacks. I mentioned PC's who had full BaB progression but not partial BaB ones, those PCs tended to have other options like flanking bonuses their own buffs touch attacks & various spells to make up the difference or contribute in other ways. The high hitrate of 5e wasn't done to "speed up" combat with HP sink monsters, it was done to feed into 5e's <em>step1:give the players what they want->step2:see step1</em> mindset where the very idea that other players exist at the table was a problem for the GM to solve</p><p></p><p>☆ It's obviously RAI to pump the GM for lifechecks move around & dither about dragging out the turn of multiattack players because 5.5 had the chance to do something about that & instead made it explicit that such behavior was allowed rather than simply being an undefined grey area the GM could say no to.</p></blockquote><p></p>
[QUOTE="tetrasodium, post: 9653070, member: 93670"] [MEDIA=youtube]DE5p9m5MOKY[/MEDIA] Barbie might have said it, but it was never true & neither was any of this hand wringing used to justify approaching a multi player team game like a single player experience with your own supporting cast. You and [USER=6801299]@Horwath[/USER] have justified ignoring the extreme timesink each player can force on everyone else at the table by approaching their multiattack turn as 5e's & 5.5's RAI☆ encourages using a couple key points. Firstly is the idea that basic elementary school math is too much work now that we do all carry a calculator around with us at all times([URL='https://play.google.com/store/apps/details?id=com.google.android.calculator&hl=en_US&pli=1']android [/URL][URL='https://apps.apple.com/us/app/calculator/id1069511488']IOS[/URL]) like many math teachers once asked about in the past, but inflating individual player turn lengths by minutes with ~70% hitrate across all attacks is not even effective at avoiding that. Players still need to roll a d20, & add prof+attrib+mods to the roll, the only change is that instead of adding the first second third or fourth BaN+attrib+mods number from the sheet beside the weapon it's the same numbers added to the d20 each time. If avoiding first grade math was truly the goal, 5e's not even the best example of that... We have an official 2e sheet to thank for demonstrating how far from that goal 5e fell [ATTACH type="full" size="620x191"]404790[/ATTACH] The math was already calculated for d20 rolls at level up or similar & players just needed to glance at the d20+sheet. Secondly is the faulty combination of not making progress during a turn & the idea that without a 70% hitrate across all attacks in the chain it would cause combat to be a slog. This is faulty because 5e's hit point inflation is the (bad) bandaid fix used to plaster over sone of the problems caused by making all attacks in the chain have such a reliable hitrate making it strange to claim that without the problem created by the hitrate we would have combat be a slog because the bandaid created to hide that problem would be too noticeable, but that fails to admit that it was never how it worked in the past. Back when d&d had the iterative attack penalty (base/-5/-10/-15) it already avoided the endless combat problem because the first attack for a full BaB PC was almost certain to hit & gear+the buffs that come from cross player [URL='https://www.youtube.com/watch?v=d5At3bTi04M']reciprocity[/URL] would frequently push later attacks into being fairly reliable against monsters with HP pools tuned to not need too much more than the reliable attacks. I mentioned PC's who had full BaB progression but not partial BaB ones, those PCs tended to have other options like flanking bonuses their own buffs touch attacks & various spells to make up the difference or contribute in other ways. The high hitrate of 5e wasn't done to "speed up" combat with HP sink monsters, it was done to feed into 5e's [I]step1:give the players what they want->step2:see step1[/I] mindset where the very idea that other players exist at the table was a problem for the GM to solve ☆ It's obviously RAI to pump the GM for lifechecks move around & dither about dragging out the turn of multiattack players because 5.5 had the chance to do something about that & instead made it explicit that such behavior was allowed rather than simply being an undefined grey area the GM could say no to. [/QUOTE]
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