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Non-AC Defenses
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<blockquote data-quote="eamon" data-source="post: 4986612" data-attributes="member: 51942"><p>Yep, the low vs. high analysis is limited in this sense. It's still a (smaller) advantage to raise the higher defense, however - after all, you'll target the higher risk enemy first: and once you've killed him, the difference is no longer the same. By contrast, raising the low defense first means that you gain nothing in that second half of the battle. That's assuming you manage to kill even one of the two enemies, and assuming that there's no extreme difference in hitpoints between the enemies, of course.</p><p></p><p></p><p>Yeah, if enemies have full choice here, then raising the lower defense is superior. I'm unsure how many enemies have several (comparably effective) attacks vs. different NAD's, though. And even if they have some choice, as long as they can't choose between all three, you can still try to stonewall the enemy using the right defender (or some other tactic), should you have such a character available (i.e., use a defender with good F+R vs. one opponent and one with good F+W vs. another.) We've even used our wizard as a front-liner vs. wraiths which was quite effective (insofar as that's possible vs. wraiths). I think the party has more control over the tactical situation than monsters do, usually.</p><p></p><p>Also, it's not necessarily the case that shoring up your weak NADs improves your odds in tough fights and shoring up high NADs improves your odds in easy fights - after all, you're a party, and you (hopefully) don't all share the same weak NAD. You're mostly changing the balance between party members here.</p><p></p><p>Well, there's admittedly a million and one exceptions to the general rule. But the fact that raising your low NAD isn't particularly viable in the core rules looks pretty clear to me. I think raising your high NADs is probably better, but raising the low ones is certainly hopeless. I think the game would be more fun if NAD-targetting monsters actually occasionally missed in non-exceptional cases.</p></blockquote><p></p>
[QUOTE="eamon, post: 4986612, member: 51942"] Yep, the low vs. high analysis is limited in this sense. It's still a (smaller) advantage to raise the higher defense, however - after all, you'll target the higher risk enemy first: and once you've killed him, the difference is no longer the same. By contrast, raising the low defense first means that you gain nothing in that second half of the battle. That's assuming you manage to kill even one of the two enemies, and assuming that there's no extreme difference in hitpoints between the enemies, of course. Yeah, if enemies have full choice here, then raising the lower defense is superior. I'm unsure how many enemies have several (comparably effective) attacks vs. different NAD's, though. And even if they have some choice, as long as they can't choose between all three, you can still try to stonewall the enemy using the right defender (or some other tactic), should you have such a character available (i.e., use a defender with good F+R vs. one opponent and one with good F+W vs. another.) We've even used our wizard as a front-liner vs. wraiths which was quite effective (insofar as that's possible vs. wraiths). I think the party has more control over the tactical situation than monsters do, usually. Also, it's not necessarily the case that shoring up your weak NADs improves your odds in tough fights and shoring up high NADs improves your odds in easy fights - after all, you're a party, and you (hopefully) don't all share the same weak NAD. You're mostly changing the balance between party members here. Well, there's admittedly a million and one exceptions to the general rule. But the fact that raising your low NAD isn't particularly viable in the core rules looks pretty clear to me. I think raising your high NADs is probably better, but raising the low ones is certainly hopeless. I think the game would be more fun if NAD-targetting monsters actually occasionally missed in non-exceptional cases. [/QUOTE]
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