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Some thoughts after more time with the game...
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<blockquote data-quote="Xeviat" data-source="post: 6720548" data-attributes="member: 57494"><p>I, too, find the AC values to largely be low. Monster ACs are typically lower than non-caster ACs, and their HP are bloated by comparison. Similarly, their attack bonuses are often lower than PCs, yet their damage is inflated. This makes monsters swingy while players are more consistent. If that's not the way you would like to play things, you can use the DMG monster creation guidelines to adjust those stats; reduce HP by 15 and increase AC by 2, and reduce average damage by 6 and increase attack by 2 are ways to adjust stats without affecting CR.</p><p></p><p>I felt the damage was high and the attack bonuses were low personally, so in my games I added Con score to player HP and increased monster attack bonuses by 1. It felt better for us.</p><p></p><p>If you compare the DMG monster guidelines to the player growth, you'll find that player attack and monster AC scale perfectly, but monster attack scales much faster than player AC. I personally believe this is because monster attack is geared low at first, so that players can survive with their low HP, and it scales up to be more near the baseline later when players have more HP and recovery. Personally, I would rather have PCs have more HP early on, as combats can be swingy and end after a single hit, but that seems to be how they calibrated the system.</p></blockquote><p></p>
[QUOTE="Xeviat, post: 6720548, member: 57494"] I, too, find the AC values to largely be low. Monster ACs are typically lower than non-caster ACs, and their HP are bloated by comparison. Similarly, their attack bonuses are often lower than PCs, yet their damage is inflated. This makes monsters swingy while players are more consistent. If that's not the way you would like to play things, you can use the DMG monster creation guidelines to adjust those stats; reduce HP by 15 and increase AC by 2, and reduce average damage by 6 and increase attack by 2 are ways to adjust stats without affecting CR. I felt the damage was high and the attack bonuses were low personally, so in my games I added Con score to player HP and increased monster attack bonuses by 1. It felt better for us. If you compare the DMG monster guidelines to the player growth, you'll find that player attack and monster AC scale perfectly, but monster attack scales much faster than player AC. I personally believe this is because monster attack is geared low at first, so that players can survive with their low HP, and it scales up to be more near the baseline later when players have more HP and recovery. Personally, I would rather have PCs have more HP early on, as combats can be swingy and end after a single hit, but that seems to be how they calibrated the system. [/QUOTE]
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