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Monsters not dishing enough damage
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<blockquote data-quote="Blackbrrd" data-source="post: 4962896" data-attributes="member: 63962"><p>Now I really don't agree with a balanced defender having 21 AC. The worst case would be a Battlevigor Fighter in chainmail. He would have +6 from armor +1 from enhancement +2 from a heavy shield +3 from level for a total of AC 22. A typical Fighter would have scale mail and AC 23 and a typical Paladin would have plate mail and AC 24.</p><p></p><p>Regarding the to-hit, a proficiency +3 weapon +1 enhancement +3 from level and +4 from stat gives +11, so yeah I can agree to that.</p><p></p><p>A lot of attacks target AC early on, but the monsters gain more versatility later on in the game.</p><p></p><p>A defender with a good to-hit rating makes him more of a credible threat instead of something you beat at because it stands in the way. The Fighters mark's efficiency is quite directly linked to the to hit rating and damage rating of the character. Sacrificing these to boost a single bad defense isn't something I would do.</p><p></p><p>My design philosophy is to make a character that plays to his strength's and not sacrificing them for something that comes up every two-three encounters.</p></blockquote><p></p>
[QUOTE="Blackbrrd, post: 4962896, member: 63962"] Now I really don't agree with a balanced defender having 21 AC. The worst case would be a Battlevigor Fighter in chainmail. He would have +6 from armor +1 from enhancement +2 from a heavy shield +3 from level for a total of AC 22. A typical Fighter would have scale mail and AC 23 and a typical Paladin would have plate mail and AC 24. Regarding the to-hit, a proficiency +3 weapon +1 enhancement +3 from level and +4 from stat gives +11, so yeah I can agree to that. A lot of attacks target AC early on, but the monsters gain more versatility later on in the game. A defender with a good to-hit rating makes him more of a credible threat instead of something you beat at because it stands in the way. The Fighters mark's efficiency is quite directly linked to the to hit rating and damage rating of the character. Sacrificing these to boost a single bad defense isn't something I would do. My design philosophy is to make a character that plays to his strength's and not sacrificing them for something that comes up every two-three encounters. [/QUOTE]
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