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General Tabletop Discussion
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Some thoughts after more time with the game...
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<blockquote data-quote="Rhenny" data-source="post: 6719580" data-attributes="member: 18333"><p>For the most part, AC is low because of Bounded Accuracy. It is completely intentional. They wanted to make HP the variable and keep AC pretty much consistent with armor worn. I like that. It is easier for DM to telegraph how difficult the creature will be to injure because there are really no hidden bonuses derived by level. The idea is that even lower level PCs may be able to encounter and fight a more deadly creature because it has AC that does not make it invulnerable. It kind of explains why dragons and other dastardly creatures don't attack a village or town every day. </p><p></p><p>It is very easy for a DM to change AC by upgrading armor for armor wearing foes, or even nudge some creatures up 1 or 2 points to reflect battle hardened or unusual specimens. It is a very easy tweak a DM can use to get the "feel" he or she wants for the session/encounter/campaign. Basically, 5e was designed to allow DM to run the game he or she wants. It is easier to add than to take away so things like AC, resistances, immunities are easy to add even when the standard creature/foe has lower AC or no resistance/immunity. The best rule of thumb for a DM is to use the chart in the DM guide to see how adding AC or resistance/immunity might change the effective CR of the creature, but that's all ball parky and just a rough way to guess at the effect in game. (For example, adding resistance like a barbarian's rage effectively doubles the hit points of the creature).</p><p></p><p>I've found that bounded accuracy is actually pretty elastic. I've given out magical items that give +4 bonuses (like a belt of Giant Strength) and it doesn't seem to wreck the game. I am very careful with magical armor though. But, on the other hand, I also try to challenge players with threats that don't always attack AC, so even the AC 19 or 20 fighter may get hit by a trap that calls for a Dex save or a spell that calls for a Wis save, etc. </p><p></p><p>For my own sanity and the feel I like, I won't allow similar protection bonuses to stack, but I don't actually recall what the rule is.</p><p></p><p>Your experience with polymorph spell is very interesting. I'm sure that's not what the designers intended. I'd probably let the PCs get away with that tactic once, but not much more than that. I wonder how much damage stomach acid does to a creature? I think it would be very easy to just say that once a creature is consumed it dies (or at least suffers a boat load of acid damage which might kill the PC because any additional HP damage over the polymorph form applies to the original form). This seems like a DM/table judgment call.</p><p></p><p>For the most part, 5e is pretty flexible, and the DM has the final word.</p></blockquote><p></p>
[QUOTE="Rhenny, post: 6719580, member: 18333"] For the most part, AC is low because of Bounded Accuracy. It is completely intentional. They wanted to make HP the variable and keep AC pretty much consistent with armor worn. I like that. It is easier for DM to telegraph how difficult the creature will be to injure because there are really no hidden bonuses derived by level. The idea is that even lower level PCs may be able to encounter and fight a more deadly creature because it has AC that does not make it invulnerable. It kind of explains why dragons and other dastardly creatures don't attack a village or town every day. It is very easy for a DM to change AC by upgrading armor for armor wearing foes, or even nudge some creatures up 1 or 2 points to reflect battle hardened or unusual specimens. It is a very easy tweak a DM can use to get the "feel" he or she wants for the session/encounter/campaign. Basically, 5e was designed to allow DM to run the game he or she wants. It is easier to add than to take away so things like AC, resistances, immunities are easy to add even when the standard creature/foe has lower AC or no resistance/immunity. The best rule of thumb for a DM is to use the chart in the DM guide to see how adding AC or resistance/immunity might change the effective CR of the creature, but that's all ball parky and just a rough way to guess at the effect in game. (For example, adding resistance like a barbarian's rage effectively doubles the hit points of the creature). I've found that bounded accuracy is actually pretty elastic. I've given out magical items that give +4 bonuses (like a belt of Giant Strength) and it doesn't seem to wreck the game. I am very careful with magical armor though. But, on the other hand, I also try to challenge players with threats that don't always attack AC, so even the AC 19 or 20 fighter may get hit by a trap that calls for a Dex save or a spell that calls for a Wis save, etc. For my own sanity and the feel I like, I won't allow similar protection bonuses to stack, but I don't actually recall what the rule is. Your experience with polymorph spell is very interesting. I'm sure that's not what the designers intended. I'd probably let the PCs get away with that tactic once, but not much more than that. I wonder how much damage stomach acid does to a creature? I think it would be very easy to just say that once a creature is consumed it dies (or at least suffers a boat load of acid damage which might kill the PC because any additional HP damage over the polymorph form applies to the original form). This seems like a DM/table judgment call. For the most part, 5e is pretty flexible, and the DM has the final word. [/QUOTE]
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