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Explain The Math to Me...
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<blockquote data-quote="fba827" data-source="post: 5405836" data-attributes="member: 807"><p>Monster(well, all NPCs) attacks and defenses are built relative to their level (example: the attack modifier against AC for an average monster is monster level + 5) <-- why? because it's quicker and easier for the DM to add the one modifier to level instead of figuring out feats and powers and enhancement bonuses.</p><p></p><p>For PCs, their attacks and defenses are based on attributes, half-level, items, powers, feats, etc. Notice how only a small fraction of this is level-dependant (and half-level at that) <-- why? because it allows more player controlled customization</p><p></p><p>Note that the modifier added to level for monsters is based on the expected progression for the PCs (aka why they chose "+5 for attack vs AC rather than +2 vs AC").</p><p></p><p>But if the player customization (or item availability or whatever in that formula) starts veering too far from expectation, then either monsters will be hitting way too easily (because the PC has lower defenses than expected) or the monsters will be frustratingly difficult to hit (because the PC has lower attack bonuses than expected).</p><p></p><p></p><p></p><p>Your comment about NPCs and their bonuses, since they follow the math for monsters, those expected bonuses are already added in to that static modifier that they got. It's only if you give them something above and beyond the expected amount do you need to add in the extra. Otherwise, you'll be adding in too much and making the NPC have a much better hit rate than it should (causing frustration to the PCs if they are the targets, or outshining the PCs if they are allied against a common foe)</p><p></p><p></p><p>Edit: Ninjaed</p></blockquote><p></p>
[QUOTE="fba827, post: 5405836, member: 807"] Monster(well, all NPCs) attacks and defenses are built relative to their level (example: the attack modifier against AC for an average monster is monster level + 5) <-- why? because it's quicker and easier for the DM to add the one modifier to level instead of figuring out feats and powers and enhancement bonuses. For PCs, their attacks and defenses are based on attributes, half-level, items, powers, feats, etc. Notice how only a small fraction of this is level-dependant (and half-level at that) <-- why? because it allows more player controlled customization Note that the modifier added to level for monsters is based on the expected progression for the PCs (aka why they chose "+5 for attack vs AC rather than +2 vs AC"). But if the player customization (or item availability or whatever in that formula) starts veering too far from expectation, then either monsters will be hitting way too easily (because the PC has lower defenses than expected) or the monsters will be frustratingly difficult to hit (because the PC has lower attack bonuses than expected). Your comment about NPCs and their bonuses, since they follow the math for monsters, those expected bonuses are already added in to that static modifier that they got. It's only if you give them something above and beyond the expected amount do you need to add in the extra. Otherwise, you'll be adding in too much and making the NPC have a much better hit rate than it should (causing frustration to the PCs if they are the targets, or outshining the PCs if they are allied against a common foe) Edit: Ninjaed [/QUOTE]
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