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How bad is the paladin going to be without armor in combat?
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<blockquote data-quote="Mustrum_Ridcully" data-source="post: 4464781" data-attributes="member: 710"><p><em>How bad is the Paladin to be without armor in combat</em> is the thread title, right? </p><p></p><p>Well, his AC might lower by approximately 6-8 points lower (depending on Dex and Int). So he will take approximately 30-40 % more damage per round then usual, assuming that his enemies all target AC.</p><p></p><p>From the DM side, I'd suggest using more monsters that attack a different defense then AC. The loss of the armor is meaningless against these opponents. I might also consider lessen the number or level of monsters to compensate, and run a few lower level challenges then usual. They will still be comparatively challenging. </p><p>It might also be wise to allow more extended rests between encounters, but this depends mostly on the story of the module, which I haven't checked. Remember that 4E often assumes larger encounter areas and more monsters, so if the converted module originally consists of multiple combats, consider whether they should belong together now. You can typically keep the monster numbers if you "minionize" some monsters. As a boon to the party, you can have the enemies attack in waves (naturally occurring due to the original groupings of monsters and the different rooms they fight in.)</p><p></p><p>Minions that target AC probably get a lot more dangerous now.</p><p>So maybe mix one or two spellcaster (artillery or controller type) with some Minions. The tactical approach of the PCs should then be to take out the Minions first to clear the path for the Paladin to the spellcasters, who the Paladin will challenge first. </p><p></p><p>From the player side, the Paladin himself might choose to be more careful with his defending abilities, and only "intervene" with Divine Challenge and similar abilities if other party members are pressed to much. He might also decide to rely more on ranged weapons. (but note that the kind of weapons that are available might also be limited).</p><p>He should also prioritize enemies that don't attack AC with his marks and divine challenges.</p><p>The rest of the party has to be ready to grant either more healing to the Paladin, or to take more damage themselves. </p><p>Overall, they will probably strive to rest earlier, as they run through healing surges and daily powers faster (taking more damage and working to reduce the length of the encounter and consequently damage taken)</p></blockquote><p></p>
[QUOTE="Mustrum_Ridcully, post: 4464781, member: 710"] [I]How bad is the Paladin to be without armor in combat[/I] is the thread title, right? Well, his AC might lower by approximately 6-8 points lower (depending on Dex and Int). So he will take approximately 30-40 % more damage per round then usual, assuming that his enemies all target AC. From the DM side, I'd suggest using more monsters that attack a different defense then AC. The loss of the armor is meaningless against these opponents. I might also consider lessen the number or level of monsters to compensate, and run a few lower level challenges then usual. They will still be comparatively challenging. It might also be wise to allow more extended rests between encounters, but this depends mostly on the story of the module, which I haven't checked. Remember that 4E often assumes larger encounter areas and more monsters, so if the converted module originally consists of multiple combats, consider whether they should belong together now. You can typically keep the monster numbers if you "minionize" some monsters. As a boon to the party, you can have the enemies attack in waves (naturally occurring due to the original groupings of monsters and the different rooms they fight in.) Minions that target AC probably get a lot more dangerous now. So maybe mix one or two spellcaster (artillery or controller type) with some Minions. The tactical approach of the PCs should then be to take out the Minions first to clear the path for the Paladin to the spellcasters, who the Paladin will challenge first. From the player side, the Paladin himself might choose to be more careful with his defending abilities, and only "intervene" with Divine Challenge and similar abilities if other party members are pressed to much. He might also decide to rely more on ranged weapons. (but note that the kind of weapons that are available might also be limited). He should also prioritize enemies that don't attack AC with his marks and divine challenges. The rest of the party has to be ready to grant either more healing to the Paladin, or to take more damage themselves. Overall, they will probably strive to rest earlier, as they run through healing surges and daily powers faster (taking more damage and working to reduce the length of the encounter and consequently damage taken) [/QUOTE]
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How bad is the paladin going to be without armor in combat?
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