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<blockquote data-quote="Bardbarian" data-source="post: 7233796" data-attributes="member: 6802784"><p>You are correct Ancalogon, its also important to note that these threads are only realy useful as a mental exercize. D&D is much like a team sport in which each player needs to be able to contribute to the whole. That is true of damage absorption/mitigation. If onle player get their AC to the point where they cannot be hit any intelligent enemy will shift tactics to harm those who can be hit. If in a group of 4 one player becomes unhittable then the damage intended for 4 players will be shifted to 3 increasing the damage the rest of the party takes, presumeably they are not equally defensive as the one "turtle" player. Rather than becoming unhittable I found it better to be difficult to hit yet still able to be threatened. This improves the flow of the game and the Dm gets to get a few hits in as well, after all they are playing too.</p></blockquote><p></p>
[QUOTE="Bardbarian, post: 7233796, member: 6802784"] You are correct Ancalogon, its also important to note that these threads are only realy useful as a mental exercize. D&D is much like a team sport in which each player needs to be able to contribute to the whole. That is true of damage absorption/mitigation. If onle player get their AC to the point where they cannot be hit any intelligent enemy will shift tactics to harm those who can be hit. If in a group of 4 one player becomes unhittable then the damage intended for 4 players will be shifted to 3 increasing the damage the rest of the party takes, presumeably they are not equally defensive as the one "turtle" player. Rather than becoming unhittable I found it better to be difficult to hit yet still able to be threatened. This improves the flow of the game and the Dm gets to get a few hits in as well, after all they are playing too. [/QUOTE]
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