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<blockquote data-quote="DND_Reborn" data-source="post: 8180013" data-attributes="member: 6987520"><p>Respectfully, I disagree. As I have discovered from my house-rule experiment, there is a direct tie between HP and AC (i.e. bounded accuracy).</p><p></p><p>Changes made in 2E, to creatures such as dragons, was to make the creatures harder to kill, not because of "bloat". Creatures such as Ogres, remained the exact same from 1E to 2E. As far as 3E is concerned, it was nearly 15 years ago when I played it (for less than a year) so my memory isn't so good on that. I seem to recall both ACs and HP getting out of hand.</p><p></p><p>As I understand it, bounded accuracy was to stop the escalation treadmill race between attack bonuses and higher ACs. The theory was AC would stop around 25, allowing many lower CR creatures a chance to still be a threat over the long run. However, to compensate for the fact you would get hit more often, they had to make things tougher, so they boosted HP to compensate (hence, the bloat). To keep things on par with HP bloat, bonuses to damage are more freely accepted than bonuses to attack rolls.</p><p></p><p>When you fight something, you are either harder to hit (high AC) or can take more hits (high HP) -- truly hard things are high in both. If you want to keep ACs lower (and reasonable within the design of BA) but make things harder to kill, your easiest option is to increase HP (resulting in bloat).</p><p></p><p></p><p>What abilities would they have that would make them harder to defeat?</p><p></p><p>Defense in D&D comes in three forms: AC, HP, and saves. Saves are not universally applicable and are the "other side" of AC in many ways. HP is no universal either, but often the most applicable in improving defenses. Other abilities, such as resistances, are mere reflections on HP.</p><p></p><p>And regardless, the "bag of hp" syndrome is still there.</p></blockquote><p></p>
[QUOTE="DND_Reborn, post: 8180013, member: 6987520"] Respectfully, I disagree. As I have discovered from my house-rule experiment, there is a direct tie between HP and AC (i.e. bounded accuracy). Changes made in 2E, to creatures such as dragons, was to make the creatures harder to kill, not because of "bloat". Creatures such as Ogres, remained the exact same from 1E to 2E. As far as 3E is concerned, it was nearly 15 years ago when I played it (for less than a year) so my memory isn't so good on that. I seem to recall both ACs and HP getting out of hand. As I understand it, bounded accuracy was to stop the escalation treadmill race between attack bonuses and higher ACs. The theory was AC would stop around 25, allowing many lower CR creatures a chance to still be a threat over the long run. However, to compensate for the fact you would get hit more often, they had to make things tougher, so they boosted HP to compensate (hence, the bloat). To keep things on par with HP bloat, bonuses to damage are more freely accepted than bonuses to attack rolls. When you fight something, you are either harder to hit (high AC) or can take more hits (high HP) -- truly hard things are high in both. If you want to keep ACs lower (and reasonable within the design of BA) but make things harder to kill, your easiest option is to increase HP (resulting in bloat). What abilities would they have that would make them harder to defeat? Defense in D&D comes in three forms: AC, HP, and saves. Saves are not universally applicable and are the "other side" of AC in many ways. HP is no universal either, but often the most applicable in improving defenses. Other abilities, such as resistances, are mere reflections on HP. And regardless, the "bag of hp" syndrome is still there. [/QUOTE]
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