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*Pathfinder & Starfinder
Three Fighters Walk into a Dungeon ... (a V2 Play-test)
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<blockquote data-quote="mlund" data-source="post: 5999898" data-attributes="member: 50304"><p>Well, the two Dwarves took heavy armor.</p><p></p><p>The two Elves took Medium Armor and had at least 14 Dexterity. One of them had a shield.</p><p></p><p>The AC break down was as follows:</p><p></p><p>Mountain Dwarf (Shield): 18</p><p>Hill Dwarf (Two-handed): 16</p><p>High Elf (hield): 16</p><p>Wood Elf (Bow): 15</p><p></p><p>Let's write off the Mountain Dwarf bonus for a minute here since it is a sub-race specialty. The gamut of player character ACs in D&DNext at level 1 should basically run from 12 (no armor, 14 dex) to 17 (chain mail + shield). A level 3 monster should not be missing the bottom rung 50% of the time and the top of the heap 70% of the time. I think the numbers are off by about +2 to hit. Of course, that would have to involve a damage trade-off.</p><p></p><p>I think the real problem is someone reverted to the failed model of "Monsters used the same statistical mechanics as players" and generated everything based off of raw stats and the equipment tables - IE the Dex 12 Kobold with 11 AC and +1 to hit with a sling for 1d4+1 damage, and the Str 14, Dex 10 Orc with studded leather armor and a great axe having 13 AC and 1d12+2 damage. That's a terrible way to design monsters and created this rocket-tag / "all monsters are brutes" scenario.</p><p></p><p>One thing 4E did well was create excellent monster-design templates largely divorced from character-creation mechanics. Cool monsters can be cool in their monstrous fashion and cool characters can be cool in their own way.</p><p></p><p></p><p></p><p>Well, the laser cleric (re: sun domain) probably doesn't put much into Strength like the War Domain cleric would to use those Martial Weapons. He'll probably put a 14 in Dexterity if he's wearing Studded Leather Armor, so the disparity will be 15 AC vs. 17 AC - and that's pretty reasonable between domains. Giving the cleric proficiency with the Quarterstaff would be a nice touch too.</p><p></p><p>- Marty Lund</p></blockquote><p></p>
[QUOTE="mlund, post: 5999898, member: 50304"] Well, the two Dwarves took heavy armor. The two Elves took Medium Armor and had at least 14 Dexterity. One of them had a shield. The AC break down was as follows: Mountain Dwarf (Shield): 18 Hill Dwarf (Two-handed): 16 High Elf (hield): 16 Wood Elf (Bow): 15 Let's write off the Mountain Dwarf bonus for a minute here since it is a sub-race specialty. The gamut of player character ACs in D&DNext at level 1 should basically run from 12 (no armor, 14 dex) to 17 (chain mail + shield). A level 3 monster should not be missing the bottom rung 50% of the time and the top of the heap 70% of the time. I think the numbers are off by about +2 to hit. Of course, that would have to involve a damage trade-off. I think the real problem is someone reverted to the failed model of "Monsters used the same statistical mechanics as players" and generated everything based off of raw stats and the equipment tables - IE the Dex 12 Kobold with 11 AC and +1 to hit with a sling for 1d4+1 damage, and the Str 14, Dex 10 Orc with studded leather armor and a great axe having 13 AC and 1d12+2 damage. That's a terrible way to design monsters and created this rocket-tag / "all monsters are brutes" scenario. One thing 4E did well was create excellent monster-design templates largely divorced from character-creation mechanics. Cool monsters can be cool in their monstrous fashion and cool characters can be cool in their own way. Well, the laser cleric (re: sun domain) probably doesn't put much into Strength like the War Domain cleric would to use those Martial Weapons. He'll probably put a 14 in Dexterity if he's wearing Studded Leather Armor, so the disparity will be 15 AC vs. 17 AC - and that's pretty reasonable between domains. Giving the cleric proficiency with the Quarterstaff would be a nice touch too. - Marty Lund [/QUOTE]
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Three Fighters Walk into a Dungeon ... (a V2 Play-test)
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