I made this choice with my PC. My dwarven cleric has a 10 INT and a 10 Dex. His reflex defense is abysmal. Until I got a cloak it was the worst possible (using standard point buy) for his level. But I just sucked it up and made jokes about dwarf dodging skills. I sometimes get missed - and that's an event!
I've got enough good going for me that I can suck rocks on one defense.
For the OP, I put 3-4 is a good range. You can really feel that difference without it breaking the game.
PS
Sorry, but what nerf are you talking about? I just checked the errata, and didn't see anything about the swarm druids. The CB entry is identical to what was printed in Primal Power. Did they change another rule that effected them?I hate the nerf to swarm druids as now they're less useful as an off-tank and have much lower AC than a wizard![]()
No it is a player choice to have dumped 2 of his stats to 10. That is pretty much the only way you can end up with a 10 in any defense.
Do game designers really need to handhold players this much so that any negative choices they make in chargen are instantly negated and the PC can then be all awesome all the time?
Sorry, but what nerf are you talking about? I just checked the errata, and didn't see anything about the swarm druids. The CB entry is identical to what was printed in Primal Power. Did they change another rule that effected them?
No it is a player choice to have dumped 2 of his stats to 10. That is pretty much the only way you can end up with a 10 in any defense.
Do game designers really need to handhold players this much so that any negative choices they make in chargen are instantly negated and the PC can then be all awesome all the time?
No it is a player choice to have dumped 2 of his stats to 10. That is pretty much the only way you can end up with a 10 in any defense.
Do game designers really need to handhold players this much so that any negative choices they make in chargen are instantly negated and the PC can then be all awesome all the time?
Personally I find that if 1 PC has too high an AC (say defender) the monsters willl quickly realize it and attack the squishies (especially easy on wardens and paladins).
In all fairness, I do feel that the system does encourage players to at least dump one NAD, which is typically derived from a stat for which he has virtually no use for. It is not really a choice when you end up weighing the opportunity costs, IMO. It is expected and necessary.
For example, a half-orc brutal scoundrel rogue may start with 18 str/dex, then focus on boosting them every 4 lvs. He ends up having excellent fort and reflex defenses, but a downright abysmal will defense which all but auto-fails against any attack coming its way.
However, I do not think it is fair to blame the rogue for dumping wis, because he gets no benefits from a high wis whatsoever, and the next best alternative forgone would have been either str or dex, which grant so much more bonuses.
So it appears that the game pretty much assumes that you will have at least 1 weak defense which your foes (and the DM by extension) are able to exploit, regardless of how sky-high you can pump your AC and other NADs.
Feature or bug? I leave it to you to decide.![]()
This is a strategy a good DM should avoid. It's tempting, but it's essentially unfair and unreasonable. The composition of encounters should not be excessively tailored to the PC's; if PC's have particular strong and/or weak points, let them feel the consequences. That means it's perfectly OK to have a PC that almost never gets hit on AC by level-appropriate opponents. Firstly, he will sometimes get hit, secondly, many opponents aren't level-appropriate (a critter a few levels higher isn't uncommon), and that holds in particular for difficult boss battles, and thirdly, it's simply not feasible to raise AC and NAD's so that means that the PC is likely to get high fairly commonly regardless: just that in some combats and for most attacks he'll be hard to hit.When someone has too high of an AC, DM gets frustrated by missing them, DM increases monster levels or starts using lots of NAD attacking monsters, which hoses the whole party.
Personally I find that if 1 PC has too high an AC (say defender) the monsters willl quickly realize it and attack the squishies (especially easy on wardens and paladins). This is why I love shielding swordmages, they stop at least 7-8 damage from harming their ally. It's good and fighter has the way to stop the shift so they're nice and sticky.
Again, this is the PC's responsibility. Quite a few builds can survive like this (in particular back-liners with extra defensive powers like fade-away, second chance, shield etc.) There are a few builds that have unbalancingly low AC; by RAW I'd suggest PC's simply avoid picking those traps, alternatively, you could use a house rule that reduces other ability-score related imbalances too.When someone has too low of an AC, he becomes a door mat, the healer gets tired of healing that party member, and the party gets tired of stopping because that party member is out of surges again.