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General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
The Best Thing from 4E
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<blockquote data-quote="Manbearcat" data-source="post: 6640452" data-attributes="member: 6696971"><p>The top-heavy AC and comparatively meek scaling of that AC seemed to break down the standard treadmill of D&D monsters in AD&D to, generally, 3 varieties:</p><p></p><p>1) The 17-19 Thac0 guys that would break upon the wall of the mighty AD&D Fighter (especially if they qualified for the #att buffing mook rules in either 1e or 2e...then it would get really silly). Orcs, Humans, Hobgoblins, Gnolls, Skeletons, even Drow. The easy, default AC for an AD&D Fighter being somewhere between 1 to -2 trivialized these guys from the get go.</p><p></p><p>2) The 11-13 Thac0 guys that might catch you with a lucky claw/claw/bite flurry + stray crit might scare you. Scaling of AC in AD&D for the Fighter is starting to show a ...<span style="font-size: 9px">chink in your armor</span> <img src="http://www.enworld.org/forum/images/smilies/angel.png" class="smilie" loading="lazy" alt=":angel:" title="Angel :angel:" data-shortname=":angel:" /> ...but you're still stout enough to carry the day due to your nicely scaling attack rate and saving throws. These are your Trolls, Umber Hulks, Manticores, Griffons, Hags, Helmed Horrors.</p><p></p><p>3) The 5-9 Thac0 guys. These guys are dangerous. While your STs and # att are still scaling beautifully, your once impervious AC is now in play pretty regularly (even at - 7 for the lower tier guys). And when these guys hit...it's gonna leave a mark. These are your Giants, Golems, Renders and onward from there.</p><p></p><p>There were a couple scary ones that didn't fit the mold. Among the Brutes/Soldiers (non SoS/SoD guys) that used to strike fear into players I ran games for were Owlbears, Hook Horrors, and the aforementioned Bulettes.</p></blockquote><p></p>
[QUOTE="Manbearcat, post: 6640452, member: 6696971"] The top-heavy AC and comparatively meek scaling of that AC seemed to break down the standard treadmill of D&D monsters in AD&D to, generally, 3 varieties: 1) The 17-19 Thac0 guys that would break upon the wall of the mighty AD&D Fighter (especially if they qualified for the #att buffing mook rules in either 1e or 2e...then it would get really silly). Orcs, Humans, Hobgoblins, Gnolls, Skeletons, even Drow. The easy, default AC for an AD&D Fighter being somewhere between 1 to -2 trivialized these guys from the get go. 2) The 11-13 Thac0 guys that might catch you with a lucky claw/claw/bite flurry + stray crit might scare you. Scaling of AC in AD&D for the Fighter is starting to show a ...[SIZE=1]chink in your armor[/SIZE] :angel: ...but you're still stout enough to carry the day due to your nicely scaling attack rate and saving throws. These are your Trolls, Umber Hulks, Manticores, Griffons, Hags, Helmed Horrors. 3) The 5-9 Thac0 guys. These guys are dangerous. While your STs and # att are still scaling beautifully, your once impervious AC is now in play pretty regularly (even at - 7 for the lower tier guys). And when these guys hit...it's gonna leave a mark. These are your Giants, Golems, Renders and onward from there. There were a couple scary ones that didn't fit the mold. Among the Brutes/Soldiers (non SoS/SoD guys) that used to strike fear into players I ran games for were Owlbears, Hook Horrors, and the aforementioned Bulettes. [/QUOTE]
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