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General Tabletop Discussion
*Pathfinder & Starfinder
what do you consider a "good" AC?
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<blockquote data-quote="starkad" data-source="post: 436723" data-attributes="member: 6803"><p>I'm only going to refer to my game in my post I guess, since the whole 'average AC' thing really threw me personally off as a GM.</p><p></p><p>The party I am currently running is 15th level or so. We had a huge debate about average AC's at their level. They argued theirs stunk, and was too low, while I argued it was too high.</p><p></p><p>The gist of it was, I looked at the back of the 'official' modules, to see what a roundabout AC was for 15th level. The module I used for the current party was 'Lord of the Iron Fortress'. The fighter had an ac of about 32 I believe. I don't have the book here, so bear with me.</p><p></p><p>In my party, before I evened it out (they WERE too low.. ack), their highest AC was their mighty-mini-cleric, the svirfneblin, with a 30 AC. Their ranger(main tank), only had a 26 AC, while the monk had a 29. This was mighty low, as even 1 AC can make a huge difference.</p><p></p><p>I then made available to them some newer and more powerful items. They had amassed a ton of cash in their travels (around 400k, yikes), and wanted to spend some of it, but I was being stingy as I didn't want to monty haul my game.</p><p></p><p>Long story short... Their ACs are now as follows:</p><p></p><p>Monk 31 (minor cloak of displacement too)</p><p>Fighter 30 (expertise feat to get up to 35 if needed)</p><p>Cleric1 28 (has multiple buffs to get it higher)</p><p>Cleric2 32</p><p>Wizard 19</p><p>Rogue 33</p><p></p><p>These are average ACs from what I can glean, at least at 15th level. Monsters will still hit them a lot. Critters they are fighting now have like +25ish to hit with their primary attack. Which is like a 50-75% chance to hit with their primary attack, dropping to 25-50%, then 0-25% on third if applicable. Those numbers are acceptable, especially when they love to cast mass haste to further reduce the numbers.</p><p></p><p>I keep having to remind myself that... The party is not supposed to get beat down on a CR14 creature, and is only supposed to take minor hits (25% of resources) on a cr 15 critter. It's hard, I've never run a game this high a level before. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="starkad, post: 436723, member: 6803"] I'm only going to refer to my game in my post I guess, since the whole 'average AC' thing really threw me personally off as a GM. The party I am currently running is 15th level or so. We had a huge debate about average AC's at their level. They argued theirs stunk, and was too low, while I argued it was too high. The gist of it was, I looked at the back of the 'official' modules, to see what a roundabout AC was for 15th level. The module I used for the current party was 'Lord of the Iron Fortress'. The fighter had an ac of about 32 I believe. I don't have the book here, so bear with me. In my party, before I evened it out (they WERE too low.. ack), their highest AC was their mighty-mini-cleric, the svirfneblin, with a 30 AC. Their ranger(main tank), only had a 26 AC, while the monk had a 29. This was mighty low, as even 1 AC can make a huge difference. I then made available to them some newer and more powerful items. They had amassed a ton of cash in their travels (around 400k, yikes), and wanted to spend some of it, but I was being stingy as I didn't want to monty haul my game. Long story short... Their ACs are now as follows: Monk 31 (minor cloak of displacement too) Fighter 30 (expertise feat to get up to 35 if needed) Cleric1 28 (has multiple buffs to get it higher) Cleric2 32 Wizard 19 Rogue 33 These are average ACs from what I can glean, at least at 15th level. Monsters will still hit them a lot. Critters they are fighting now have like +25ish to hit with their primary attack. Which is like a 50-75% chance to hit with their primary attack, dropping to 25-50%, then 0-25% on third if applicable. Those numbers are acceptable, especially when they love to cast mass haste to further reduce the numbers. I keep having to remind myself that... The party is not supposed to get beat down on a CR14 creature, and is only supposed to take minor hits (25% of resources) on a cr 15 critter. It's hard, I've never run a game this high a level before. :) [/QUOTE]
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what do you consider a "good" AC?
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