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Masterwork from Adventurer's Vault: Help Me Grock It
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<blockquote data-quote="Styracosaurus" data-source="post: 4795295" data-attributes="member: 1977"><p>If the fighter/paladin are supposed to jump into the melee and absorb attacks then either they need tons of HP or a higher armor class to limit the damage.</p><p></p><p>The strikers (and lightly armored defenders) tend to have mobility on their side. As you note, the lightly armored AC is still quite decent for most encounters.</p><p></p><p>The tanks should be blunt force trauma. The rogues should be in-and-out of traffic. Both sides reduce damage taken by their own advantages. I feel like without the MW armor, the tanks are unilaterally disarming themselves.</p><p></p><p>My concern about every edition of DnD so far has been that the character classes do not differentiate themselves enough, so I like having the MW armor to further separate the tanks and the strikers.</p><p></p><p>A tough fight should put the party on their heels. The fighters should be scrambling to protect the squishy members and the squishy members should have reason to fear the math. A range of 30% to 70% on attack success should keep the armor meaningful but not overwhelming. Given the low monster damage output, the variation in AC will not automatically drop you into a TPK.</p></blockquote><p></p>
[QUOTE="Styracosaurus, post: 4795295, member: 1977"] If the fighter/paladin are supposed to jump into the melee and absorb attacks then either they need tons of HP or a higher armor class to limit the damage. The strikers (and lightly armored defenders) tend to have mobility on their side. As you note, the lightly armored AC is still quite decent for most encounters. The tanks should be blunt force trauma. The rogues should be in-and-out of traffic. Both sides reduce damage taken by their own advantages. I feel like without the MW armor, the tanks are unilaterally disarming themselves. My concern about every edition of DnD so far has been that the character classes do not differentiate themselves enough, so I like having the MW armor to further separate the tanks and the strikers. A tough fight should put the party on their heels. The fighters should be scrambling to protect the squishy members and the squishy members should have reason to fear the math. A range of 30% to 70% on attack success should keep the armor meaningful but not overwhelming. Given the low monster damage output, the variation in AC will not automatically drop you into a TPK. [/QUOTE]
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