Kamikaze Midget said:During design, it's important to note where they come from, but in play you're really only hitting one of three different AC's.
Kamikaze Midget said:Natural armor adds to AC and Flat-Footed, not to touch. Deflection adds to all. Dodge bonuses add to all except Flat-Footed. Magical barding adds to all.
During design, it's important to note where they come from, but in play you're really only hitting one of three different AC's.
Elder-Basilisk said:How do you run adventures? I mean that literally, not as a sarcastic put down. Myself, I typically adapt any adventure I run to the level of the party and the details of my setting. This calls for changing some plot points, altering some NPCs, and altering monsters if not, from time to time, substituting them. I can imagine that full detail might not be necessary if you ran a more or less iconic adventuring group through a dungeon at the recommended level, but is that really the way you use adventures in your games? I've never done that myself.
Elder-Basilisk said:Second, do you expect to have a full and complete statblock somewhere in the module? I could live with a set of simplified statblocks in the text, on preprinted initiative cards in the back of the module, or just in a handy combat sheet as long as I got complete statblocks information somewhere in the module. But the complete stat information is non-negotiable.