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Help: Gap between AC and defenses seems too large.
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<blockquote data-quote="eamon" data-source="post: 5570362" data-attributes="member: 51942"><p>The armor expertise feats aren't problematic. Their paragon only, incidentally, and apply just a +1 feat bonus to AC.</p><p></p><p></p><p> They both have an AC of 22 right? And in any case, that means an even levelled opponent hits him 40% of the time vs. AC. That's not high, but hardly problematic; and that's at fourth level (which as discussed previously is a worst-case scenario) without any other bonuses nor overlevelled monsters coming into play. When they go up a level, somebodies flanking, and the monster is just 2 levels higher, then despite all his investments, you'll be hitting 65% of the time. So this sounds like a decent variability: easy monsters hit him regularly, but less than half the time, but strong monsters or good circumstances raise that, and a combination of the two makes his easy to hit.</p><p></p><p>Especially if the player spent a feat getting this AC, I'm thinking you should reward that - it's hardly unhittable. He's probably provoking OA's and revelling in obscene AC's against <em>those</em>, but that's a <em>good</em> thing - that's what he's good at! Even if you'd miss him on a 19 on an OA (and it doesn't sound like it's that extreme yet) that just permits some extra mobility - and part of the fun for the player is taunting the monsters.</p><p></p><p>And although the rogue may have defenses similar to the defender, he doesn't have the survivability.</p><p></p><p>So I think you should avoid using more attacks vs. NADs than usual. In particular you should <em>not</em> negate the artful dodger's key selling feature, that being his ability to virtually ignore OA's. There's nothing powerful nor problematic so far as I can tell now. Part of the coolness of a character is seeing it live up to its promise. Some characters are designed to make huge damage rolls. Others are unkillable damage soakers. Yet others are nimble and tricky; or monstrous know-it-alls with encyclopedic knowledge of the creatures roaming the sands of Dark Sun. If you can, let these character choices work.</p><p></p><p>Basically, if it's not gamebreaking, and a player spent effort getting his PC to be good at something, it's no fun if you take that away. And even things that are "game-breaking"... I've seen pre-errata battleragers, and minmaxed bloodclaw weapons - and they're definitely unbalanced, but it didn't actually make the game much worse if anything at all; and the PC still eventually died. As long as it's not making another character irrelevant, the game can take quite a lot of imbalance and just chug along fine.</p></blockquote><p></p>
[QUOTE="eamon, post: 5570362, member: 51942"] The armor expertise feats aren't problematic. Their paragon only, incidentally, and apply just a +1 feat bonus to AC. They both have an AC of 22 right? And in any case, that means an even levelled opponent hits him 40% of the time vs. AC. That's not high, but hardly problematic; and that's at fourth level (which as discussed previously is a worst-case scenario) without any other bonuses nor overlevelled monsters coming into play. When they go up a level, somebodies flanking, and the monster is just 2 levels higher, then despite all his investments, you'll be hitting 65% of the time. So this sounds like a decent variability: easy monsters hit him regularly, but less than half the time, but strong monsters or good circumstances raise that, and a combination of the two makes his easy to hit. Especially if the player spent a feat getting this AC, I'm thinking you should reward that - it's hardly unhittable. He's probably provoking OA's and revelling in obscene AC's against [I]those[/I], but that's a [I]good[/I] thing - that's what he's good at! Even if you'd miss him on a 19 on an OA (and it doesn't sound like it's that extreme yet) that just permits some extra mobility - and part of the fun for the player is taunting the monsters. And although the rogue may have defenses similar to the defender, he doesn't have the survivability. So I think you should avoid using more attacks vs. NADs than usual. In particular you should [I]not[/I] negate the artful dodger's key selling feature, that being his ability to virtually ignore OA's. There's nothing powerful nor problematic so far as I can tell now. Part of the coolness of a character is seeing it live up to its promise. Some characters are designed to make huge damage rolls. Others are unkillable damage soakers. Yet others are nimble and tricky; or monstrous know-it-alls with encyclopedic knowledge of the creatures roaming the sands of Dark Sun. If you can, let these character choices work. Basically, if it's not gamebreaking, and a player spent effort getting his PC to be good at something, it's no fun if you take that away. And even things that are "game-breaking"... I've seen pre-errata battleragers, and minmaxed bloodclaw weapons - and they're definitely unbalanced, but it didn't actually make the game much worse if anything at all; and the PC still eventually died. As long as it's not making another character irrelevant, the game can take quite a lot of imbalance and just chug along fine. [/QUOTE]
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Help: Gap between AC and defenses seems too large.
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