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HP vs. AC

HeapThaumaturgist said:
The question is how long they're there. For instance, my character, at 14th level, spiked 105 damage without a crit or even a big damage roll.

Not that my character is wading in nude or anything. I've got Mithril Breastplate +3 (Magic Vestment in the morning), decent Dex, and Shield of Faith up. But if I lose 4 AC to gain +6-10 damage, I'll trade it without blinking. Additionally, I could wear Mithril Full Plate, but I prefer the speed increase so I can out-manuever the enemy ... and note I'm not saying that a character with big HP can stand up longer against a power-attacking monster ... just that the fight is shorter. If I take 90% of my HP in damage to kill the monster in 3 rounds or 100% of my HP in 7 rounds and don't kill the monster ... y'know?

--fje

I'm not saying the trading offense for defense is usually a good idea. Giving up damage isn't the issue under discussion.
 

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If by AC, you mean resources spent towards making yourself harder to hit, which will also include concealment, Displacement, Invisibility, no line of sight, no line of effect, etc, then this I think is more important than spending resources towards increasing your HP.

I'm sure that's not what you meant, but it's a good third option to pick from. After all, even concealment (20% miss chance) effectively negates attacks of every attack bonus; in the long run it increases your HP by 20%.
 

I would be inclined to say HP - no matter how good your AC is, there's always going to be ways to get damaged wholly independant of your AC, not to mention that at high levels monsters tend to hit quite often no matter how high your AC is...
 

Thurbane said:
...not to mention that at high levels monsters tend to hit quite often no matter how high your AC is...
Yes, but a high AC can help prevent the iterative attacks from getting though if you are standing toe-to-toe. Suddenly Power Attack doesn't look so attractive when you can't hit.
 

It seems to me that it really depends on what your up against. Fighting Tordek = Gimme 10 gallons of AC in a 5 gallon bucket. Going up against Mialee and Ill take the hps as her fireball doesnt give a Beholder's left eyestalk about my AC.
 

If I have to chose one, it is Hit Points all the way.

There are lots of ways to build PCs that survive with a piss poor AC. Yeah, it is not easy for the front line tanks, but it is possible. And it is not difficult for everyone else.

Unless you spend a lot of resources, only the mooks care what your AC is. Whether you care about mooks depends a lot on the campaign.
 


This discussion further underlies my belief that Constitution is THE ability stat needed for all adventurers in 3.x. In our gaming groups, wizards/sorcerors regularly put their second highest (and sometimes highest) score into Con. It helps immeasurably with their survivability.
 

Legildur said:
This discussion further underlies my belief that Constitution is THE ability stat needed for all adventurers in 3.x. In our gaming groups, wizards/sorcerors regularly put their second highest (and sometimes highest) score into Con. It helps immeasurably with their survivability.

While I wouldn't say that con is the most important stat, it is certainly an important stat for all classes. In my opinion, a -2 to con is the worst penalty you can get for a race.
 


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