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<blockquote data-quote="Staffan" data-source="post: 7589835" data-attributes="member: 907"><p>AC is a bit weird, because it actually has <strong>accelerating</strong> returns. Each additional plus gives you more life expectancy than the one before.</p><p></p><p>For example, let's say we have two characters in a party. One AC 15, and the other AC 21. You're fighting monsters with attack bonus +4. So they hit the first guy 50% of the time, and the second guy 20% of the time.</p><p></p><p>Now let's add a cleric who can cast <em>shield of faith</em> on one of these characters for +2 AC. If she casts it on the guy with AC 15, he is now hit 40% of the time instead. That reduces the damage he takes by 20%. But if she casts it on the AC 21 dude, he is now only hit 10% of the time - that's a damage reduction of 50%, so <em>shield of faith</em> is more than twice as effective on him.</p><p></p><p>That's the problem with tanks in a game like D&D - the range between hard to hit and nigh-impossible to hit is very thin.</p></blockquote><p></p>
[QUOTE="Staffan, post: 7589835, member: 907"] AC is a bit weird, because it actually has [B]accelerating[/B] returns. Each additional plus gives you more life expectancy than the one before. For example, let's say we have two characters in a party. One AC 15, and the other AC 21. You're fighting monsters with attack bonus +4. So they hit the first guy 50% of the time, and the second guy 20% of the time. Now let's add a cleric who can cast [I]shield of faith[/I] on one of these characters for +2 AC. If she casts it on the guy with AC 15, he is now hit 40% of the time instead. That reduces the damage he takes by 20%. But if she casts it on the AC 21 dude, he is now only hit 10% of the time - that's a damage reduction of 50%, so [I]shield of faith[/I] is more than twice as effective on him. That's the problem with tanks in a game like D&D - the range between hard to hit and nigh-impossible to hit is very thin. [/QUOTE]
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