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Factoring items into balance flawed?
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<blockquote data-quote="Noinarap" data-source="post: 4048310" data-attributes="member: 59730"><p>When the writers make a monster, they have to give it an AC and a hit bonus. That means they have to pick numbers that they expect for PCs of that monsters level.</p><p></p><p>Example: Let's say they want to make sure the monster has a 50% chance to strike a fighter. If they assume zero magic, the fighter will have AC 22-24 from whatever. Thus, the monster must have +13 to hit. If they assume +3 armor, the monster needs +16 to hit. These numbers are pretty different- if the DM is too generous an extra +3 to AC makes it only 35%. If the DM is too stingy, you might get hit 65% of the time.</p><p></p><p>Treasure guidelines allow those who change the rules a little to better predict what will happen and how to compensate. Assuming zero treasure is only reasonable for a few levels. After that, you should assume that most DMs will have given out something. Otherwise, encounters will be too easy for those who did get treasure. Hiding assumptions in design makes unbalanced games more likely.</p></blockquote><p></p>
[QUOTE="Noinarap, post: 4048310, member: 59730"] When the writers make a monster, they have to give it an AC and a hit bonus. That means they have to pick numbers that they expect for PCs of that monsters level. Example: Let's say they want to make sure the monster has a 50% chance to strike a fighter. If they assume zero magic, the fighter will have AC 22-24 from whatever. Thus, the monster must have +13 to hit. If they assume +3 armor, the monster needs +16 to hit. These numbers are pretty different- if the DM is too generous an extra +3 to AC makes it only 35%. If the DM is too stingy, you might get hit 65% of the time. Treasure guidelines allow those who change the rules a little to better predict what will happen and how to compensate. Assuming zero treasure is only reasonable for a few levels. After that, you should assume that most DMs will have given out something. Otherwise, encounters will be too easy for those who did get treasure. Hiding assumptions in design makes unbalanced games more likely. [/QUOTE]
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Factoring items into balance flawed?
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