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<blockquote data-quote="iserith" data-source="post: 6849783" data-attributes="member: 97077"><p>I use visible hit points bars and include a reference to the AC of the target in the macro so it outputs to chat. So it will say something like "20 | 10 to hit vs. Dick Barrage's AC 12." This saves me from having to say "Hit" or "Miss" before we move on to calculating damage. If I don't need a damage roll, then I can just narrate the result. Every time nobody has to say "hit" or "miss," it adds up into an appreciable time saved which is more time spent moving forward in the adventure. As well, the players knowing the AC is just a way to convey information to players that the characters already likely know, only characters understand it in fictional terms. The goblin's AC is 15, for example, and that's because they wear leather armor, use shields, and are shifty as <em>flumph</em>.</p></blockquote><p></p>
[QUOTE="iserith, post: 6849783, member: 97077"] I use visible hit points bars and include a reference to the AC of the target in the macro so it outputs to chat. So it will say something like "20 | 10 to hit vs. Dick Barrage's AC 12." This saves me from having to say "Hit" or "Miss" before we move on to calculating damage. If I don't need a damage roll, then I can just narrate the result. Every time nobody has to say "hit" or "miss," it adds up into an appreciable time saved which is more time spent moving forward in the adventure. As well, the players knowing the AC is just a way to convey information to players that the characters already likely know, only characters understand it in fictional terms. The goblin's AC is 15, for example, and that's because they wear leather armor, use shields, and are shifty as [I]flumph[/I]. [/QUOTE]
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