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Party AC difference
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<blockquote data-quote="Amaroq" data-source="post: 5122014" data-attributes="member: 15470"><p>We've definitely run into this problem, but I'm not sure what the solution is. </p><p></p><p>Part of it was, playing the only Defender in a party with ranged leader/striker support, I wound up taking the brunt of the attacks, so I wound up in an "AC vs Attack Bonus" arms race with the DM: taking any feat, magic item, etc, that I could my hands on to get a bonus to AC had me start with an AC about 5 or 6 better than the rest of the party, but then I had up to +5 in conditional bonuses which could drive me up to the point that occasionally a level-appropriate monster would miss on a 17 or an 18.</p><p></p><p>That had knock-on effects: either the monsters needed better attack-bonus, which saw them chew up the ranged players if they got past me, or they needed to absolutely whomp when they hit, which led to a "dropped in one round" experience when I took two crits and two hits on the day the dice decided my luck had run out.</p><p></p><p>So I think there's definitely something to be said for having the AC's be within range ... on the other hand, there's a certain feeling of invulnerability one can really enjoy dancing around the battlefield with a high AC, accepting opportunity attacks because they don't worry you, etc.</p><p></p><p>Like everything, I suspect its a balance.</p></blockquote><p></p>
[QUOTE="Amaroq, post: 5122014, member: 15470"] We've definitely run into this problem, but I'm not sure what the solution is. Part of it was, playing the only Defender in a party with ranged leader/striker support, I wound up taking the brunt of the attacks, so I wound up in an "AC vs Attack Bonus" arms race with the DM: taking any feat, magic item, etc, that I could my hands on to get a bonus to AC had me start with an AC about 5 or 6 better than the rest of the party, but then I had up to +5 in conditional bonuses which could drive me up to the point that occasionally a level-appropriate monster would miss on a 17 or an 18. That had knock-on effects: either the monsters needed better attack-bonus, which saw them chew up the ranged players if they got past me, or they needed to absolutely whomp when they hit, which led to a "dropped in one round" experience when I took two crits and two hits on the day the dice decided my luck had run out. So I think there's definitely something to be said for having the AC's be within range ... on the other hand, there's a certain feeling of invulnerability one can really enjoy dancing around the battlefield with a high AC, accepting opportunity attacks because they don't worry you, etc. Like everything, I suspect its a balance. [/QUOTE]
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