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Quick Question on AC and Proficiency bonus
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<blockquote data-quote="The Crimson Binome" data-source="post: 7843766" data-attributes="member: 6775031"><p>"Symmetry" is not a good reason for a game rule to exist. That being said, it would make a lot more sense if two high-level characters were roughly as accurate against each other as two low-level characters were, and this disparity forms the root of the major inconsistencies within 5E.</p><p></p><p>From a mechanical perspective, high-level combat would be tedious if you just added +Proficiency to everyone's AC. High-level characters have tons of HP, but their attacks don't deal much more damage than they did at low level. The way it's set up now, high-level characters are much more accurate against each other, because that's the only way to get through those huge piles of HP at a reasonable pace. Low-level characters don't have many HP, so they drop from a couple of attacks, which means they need a (relatively) higher AC in order to not die instantly. As you gain levels, HP takes over the burden of survivability that AC originally held.</p><p></p><p>The up-shot of all this is that high-level characters are constantly covered with minor nicks and scratches that they have no way of avoiding, while low-level characters are either perfectly fine or they're unconscious and bleeding out. Fixing this issue would require a complete overhaul of the HP and damage calculations, and chances are that they'd break the game along the way.</p></blockquote><p></p>
[QUOTE="The Crimson Binome, post: 7843766, member: 6775031"] "Symmetry" is not a good reason for a game rule to exist. That being said, it would make a lot more sense if two high-level characters were roughly as accurate against each other as two low-level characters were, and this disparity forms the root of the major inconsistencies within 5E. From a mechanical perspective, high-level combat would be tedious if you just added +Proficiency to everyone's AC. High-level characters have tons of HP, but their attacks don't deal much more damage than they did at low level. The way it's set up now, high-level characters are much more accurate against each other, because that's the only way to get through those huge piles of HP at a reasonable pace. Low-level characters don't have many HP, so they drop from a couple of attacks, which means they need a (relatively) higher AC in order to not die instantly. As you gain levels, HP takes over the burden of survivability that AC originally held. The up-shot of all this is that high-level characters are constantly covered with minor nicks and scratches that they have no way of avoiding, while low-level characters are either perfectly fine or they're unconscious and bleeding out. Fixing this issue would require a complete overhaul of the HP and damage calculations, and chances are that they'd break the game along the way. [/QUOTE]
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