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<blockquote data-quote="eamon" data-source="post: 5131644" data-attributes="member: 51942"><p>I think if you look at actual parties that AC 16 is definitely below average. An 18+hide or chain+light shield are quite common - as are higher bonuses. On the other hand, lower bonuses are rare (though certainly occur).</p><p></p><p> </p><p>If that's the case, then the tactics and room layout are advantageous - this is good, but it won't always be the case - and even if it's the case, it's still sometimes worth attacking the weaker target - it's just that much easier (violating marks just doesn't hurt that much unless you trigger the "nasty extra" - which I presume monsters don't know about in detail until the first time it's used - specifically I'd ignore options on the player's side as opposed to divine challenge's punishment). In any case, you're right that this is how this should work - from the parties perspective. However, that doesn't mean they <em>always </em>do work out that way.</p><p></p><p></p><p> This, I don't agree with. Barring visible cues, monsters will assume AC is that of a commoner. And in any case, just as I find it reasonable that it's visible in-game that a monster as reach and threatening reach, or that a polearm wielder is holding his weapon threateningly (has polearm gamble), I assume that much about how a person moves gives you a hint about how hard he'll be to hit. It's not like the battle in-game is occurring between featureless black balls, after all... Especially once combat has started and you've seen the various combatants move and attack.</p><p></p><p>If a player (or monster) wishes to bluff and appear more agile or less agile than he actually is, that's fine - and if the AC-granting ability is fairly subtle that might even be an easy bluff - but I don't think its believable that normally, generally it's hard to judge an opponents "AC" (or rather it's in-game equivalent of how hard something is to hit well). That mettle tank with a shield? Hard to hit. That super-agile little halfling with a defensive dagger? Hard to hit. That wizard over there that's steps just in the right spot to avoid attack but isn't armored? Easier, but not easy. The tough-looking guy with a nasty rod that's walking about a bit clumsily? Easy to hit (though he probably has a bunch of hit points).</p><p></p><p>Another advantage of that approach is that it makes playing the game easier - by assuming that the various opponents have a reasonable guess of each others combat prowess you're basically accounting for a bit of out-of-game player + DM knowledge, which means it's easier to avoid metagaming.</p></blockquote><p></p>
[QUOTE="eamon, post: 5131644, member: 51942"] I think if you look at actual parties that AC 16 is definitely below average. An 18+hide or chain+light shield are quite common - as are higher bonuses. On the other hand, lower bonuses are rare (though certainly occur). If that's the case, then the tactics and room layout are advantageous - this is good, but it won't always be the case - and even if it's the case, it's still sometimes worth attacking the weaker target - it's just that much easier (violating marks just doesn't hurt that much unless you trigger the "nasty extra" - which I presume monsters don't know about in detail until the first time it's used - specifically I'd ignore options on the player's side as opposed to divine challenge's punishment). In any case, you're right that this is how this should work - from the parties perspective. However, that doesn't mean they [I]always [/I]do work out that way. This, I don't agree with. Barring visible cues, monsters will assume AC is that of a commoner. And in any case, just as I find it reasonable that it's visible in-game that a monster as reach and threatening reach, or that a polearm wielder is holding his weapon threateningly (has polearm gamble), I assume that much about how a person moves gives you a hint about how hard he'll be to hit. It's not like the battle in-game is occurring between featureless black balls, after all... Especially once combat has started and you've seen the various combatants move and attack. If a player (or monster) wishes to bluff and appear more agile or less agile than he actually is, that's fine - and if the AC-granting ability is fairly subtle that might even be an easy bluff - but I don't think its believable that normally, generally it's hard to judge an opponents "AC" (or rather it's in-game equivalent of how hard something is to hit well). That mettle tank with a shield? Hard to hit. That super-agile little halfling with a defensive dagger? Hard to hit. That wizard over there that's steps just in the right spot to avoid attack but isn't armored? Easier, but not easy. The tough-looking guy with a nasty rod that's walking about a bit clumsily? Easy to hit (though he probably has a bunch of hit points). Another advantage of that approach is that it makes playing the game easier - by assuming that the various opponents have a reasonable guess of each others combat prowess you're basically accounting for a bit of out-of-game player + DM knowledge, which means it's easier to avoid metagaming. [/QUOTE]
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