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Non-AC Defenses
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<blockquote data-quote="eamon" data-source="post: 4982850" data-attributes="member: 51942"><p>The effect of a +1 on defenses vs. a status effect is only identical in an absolute sense when considered over the span of one round. However, D&D combat continues until one combatant loses. Effects such as daze hurt your chances of success by making you easier to hit (this is comparable to receiving damage) and by making you less effective (this is comparable to dealing less damage).</p><p></p><p>Imagine two combat scenarios, both being barely fairly balanced. In one scenario you are almost always hit, and in the other you are rarely hit. All else being equal, if in one combat you get hit every time, you will die earlier than in a combat in which you are rarely hit. Now, if your defenses change by one that has some absolutely identical effect in both high-hit and low-hit scenarios.</p><p></p><p>The same absolute effect will however occur fewer times in a combat where you are hit with high probability since that combat is shorter. Ergo, the +1 to defenses will matter more often in a long battle than a short one, and thus will matter more when you defenses are high than when your defenses are low.</p><p></p><p>Further, there are tactical reasons why a change in high defenses matter more. Many buff/healing powers can ameliorate an effect; but these are usable only a limited number of times. For instance, a halfling's second chance is worth more when the reroll has a high probability of missing. Many leaders can remove a save-ends effect, but can do so only once (or some limited number of times) - so these powers become a more effective stopgap when the base defense is already good.</p><p></p><p>Effects do muddy the waters: but I'm convinced that for (most) effects too, changes to low defenses matter less than changes to high defenses.</p></blockquote><p></p>
[QUOTE="eamon, post: 4982850, member: 51942"] The effect of a +1 on defenses vs. a status effect is only identical in an absolute sense when considered over the span of one round. However, D&D combat continues until one combatant loses. Effects such as daze hurt your chances of success by making you easier to hit (this is comparable to receiving damage) and by making you less effective (this is comparable to dealing less damage). Imagine two combat scenarios, both being barely fairly balanced. In one scenario you are almost always hit, and in the other you are rarely hit. All else being equal, if in one combat you get hit every time, you will die earlier than in a combat in which you are rarely hit. Now, if your defenses change by one that has some absolutely identical effect in both high-hit and low-hit scenarios. The same absolute effect will however occur fewer times in a combat where you are hit with high probability since that combat is shorter. Ergo, the +1 to defenses will matter more often in a long battle than a short one, and thus will matter more when you defenses are high than when your defenses are low. Further, there are tactical reasons why a change in high defenses matter more. Many buff/healing powers can ameliorate an effect; but these are usable only a limited number of times. For instance, a halfling's second chance is worth more when the reroll has a high probability of missing. Many leaders can remove a save-ends effect, but can do so only once (or some limited number of times) - so these powers become a more effective stopgap when the base defense is already good. Effects do muddy the waters: but I'm convinced that for (most) effects too, changes to low defenses matter less than changes to high defenses. [/QUOTE]
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