Orion wrote:Obviously this is entirely campaign-dependent, but how often do you really fight high-level rogues? Nothing in Monster Manual 1 has sneak attack, and in the one game I played up to level 18, NPCs we met at that point tended to be giants, yuan-ti, demons and the like with class levels, not 15th-level human rogues.
And with the exception of the tarrasque, most brute monsters only threaten on 20s. In terms of expected DPS that means fortification is like +1 to AC, if you can get your AC high enough that they don't hit on 1s, or like DR 2/- if they're power attacking. Admittedly, damage spikes are dangerous to PCs, although at high levels death is cheap and you already have that 5% chance of being one-shotted whenever an enemy caster goes.
Admittedly Rogues are not that common. Perhaps because they realized their lifestyle is no longer valid. But in any case if one ever attacks you you will die instantly without that.
It is also worth noting that many sent to assassinate someone tend to be Rogue based for whatever reason... thus, heavy fort allows you to cockblock that.
All in all, a worthwhile use of 35-75k gold. Especially since you are being auto hit by everything that cares.
FrankTrollman wrote:JE wrote:Seriously, even wizards will grab Heavy Fortification once game play goes too far past level 10; and a 'warrior' should have had at least Moderate Fort since level 6-7; and will upgrade to Heavy Fort by level 10-13.
...wat?
This is the kind of quote that comes from people who have been playing montehaul for so long that they don't remember what "standard D&D" even looks like. And yeah, it looks like the Fighters not getting enough equipment, because they don't get enough equipment.
But if you're playing "standard" wealth by level, you only get 49k at 10th level. For
everything. And yes,
eventually everyone is going to want the 36k padded underwear of Heavy Fortification. Unless you believe in the Bracers of 25k Heavy Fortification from Dragon Magazine, in which case everyone is going to be getting those - Wizards included - around 15th level when the moneypot starts to explode. But no one can afford any of that shit
You do not have Moderate Fortification, or
any Fortification, at 6th or 7th level. Because Moderate Fortification costs sixteen grand and the sum total of all your fucking equipment
combined is only 13k at 6th level. I am aware that Warriors do not get nice things, and that to stay competitive they have to minmax like nuts and get themselves bullshit like scabards of Greater Magic Weapon. And that's bad for the game. And I agree that people
should be getting Light and Medium Fortification in the E6 universe. But under official rules: they don't. No one gets Light or Medium Fortification under standard rules, because they don't get enough money to set aside for
any fortification until they can afford heavy fort anyway.
Don't confuse "I houseruled warriors into getting enough basic equipment to fight monsters of their level without ridiculous twinking" with "the printed equipment guidelines actually support warriors being able to afford enough permanent magic items to fight monsters of their level at an even keel."
-Username17
Well, one thing he did have right. Any wizard that cares gets heavy fort at 9th level for 0 gold.
Orion wrote:if 4 stone giants are swinging at you, and they are all getting full attacks, for some reason, then the chance of a critical threat happening is only 1 in 3.
Fail. You know why you fail? Because you are SO CLOSE to figuring it out, but you still are not getting it.
Let me spell it out for you. You have a 1 in 3 chance of dying instantly EVERY SINGLE COMBAT. Guess how long it takes for that probability to approach one? Hint: It's faster than you gain levels, so even if you get raised you are still becoming less and less level appropriate due to lower level + lower gear. Which means it happens even more often after the first.
Also, since even the AC builds are stuck in auto hit territory you aren't really helping yourself. At best AC acts like defense in video games where you still get auto hit but take a bit less damage... except that even then you still take enough damage to often go splat before you get a turn.
Roy, you keep making examplesusing only characters and monsters from the very highest levels of the game, which has been characterised in the following ways:
Yes, I used level 20 examples. It doesn't really matter if I pick a lower level because enemy damage drops as well as your HP, and enemy to hit is still well ahead of your AC.
AC starts to stop mattering past level 5. Past 10, forget about it.
Given this, whilst I understand your math is sound and AC is worthless at these very high levels, other people seem to show it is viable to put some emphasis on AC up to at least lvl 10 and possibly further. Do you accept this, or do you have some evidence that at lvls 15 and below AC is worthless?
Now here is the thing. You can't really put much emphasis on AC 1-5, and still can't do too much at 6-10.
At level 5 you have 9k gold total. So at most you have +1 armor and a +1 shield, which is exactly the same as everyone else (because you need the basic +1 to start adding special properties). Holding the shield is about the most specialization you can do AC wise, except since it means +3 AC/-50% total damage you don't do that, because you've already hit the point where you need high amounts of damage to kill stuff. Level 5 enemies average 56 HP, and you need to take that out in a maximum of 2 rounds.
Well, actually full plate can also be considered that because it slows you down, and you have a hard enough time with enemies just walking around you without reducing your ability to keep up.
But even specialized, your AC is 23. And while that is enough to make enemies miss about a third to a half of the time, it is still not good, only decent.
Now let's go up to level 10. You have 49k total. Keeping in mind at this level you need a weapon and various utility items, getting armor and shield higher than +2 is going to be difficult to afford, even though 9k each does not seem that unreasonable. This is exactly the same as what Magic Vestment guy gets, and he also gets +1 special properties.
So that's an AC of 25, keeping in mind you have heavily gimped yourself by holding a shield at level 10 and slowing yourself down at level 10. Oh and you can probably afford some bullshit +1 natural and +1 deflection bonus so that is 27.
Even the subpar melee brutes have little trouble hitting you. And if you look at the ones that are decent or better they're well into auto hit territory, because even after gimping yourself for AC they only need a +25 to hit to auto hit you. And this should not surprise anyone as to hit scales by about 3 a level, at level 20 it is high 50s, so reversing the math gives us high 20s at level 10.
And beyond that, there is only different degrees of Power Attack bait.
So really, the only way your AC build is going to be more survivable is if the enemies realize you are not a threat and ignore you... which means you might as well not exist. It would certainly be better if you did not, as everyone else would get more XP and loot that way.
Does this make AC too cheap at early levels? Most people seem to agree AC works fine up to lvl 5, would reducing the cost before this make PC's unhittable by appropriate CR monsters?
Getting +1 would cost 600 instead of 1,000. Even applying this twice, there is nothing you can do AC wise with 800 gold.
Upgrading the +1s to +2s would cost 1,800 each, which is only a little less than the next 'normal' +1s from natural armor and deflection items.
No difference at low levels.
At higher levels, it helps your scaling keep up with their scaling, especially when you consider the other part about having +8 armor and shield.
If I'm looking at a rough guideline for level appropriate stats and effects at various levels, is this only going to work out to lvl 10-12 or so? It seems things get a bit wild and woolly past this point.
Or is it just that DnD only works out to lvl 10-12 or so?

No playtesting at all past level 10. Planar Binding is 11. Hm...
Psychic Robot wrote:I'm going to have to agree with Frank here. Also:
Psst. Psst. All Wizards and Druids run around all day with heavy fortification (among other things) from the heart of [element] spells.
Why are we assuming access to splatbooks again? Personally, I would never allow a ton of the stuff in the SpC because of the power-ups for casters. (
Nerveskitter, go away.)
If we do not assume splatbooks are allowed, all non casters are automatically and forever irrelevant. Therefore it is a requirement to have this discussion.
And no it doesn't. Not when it turns around and jacks up the prices for key items, so you pay more anyways (that and those numbers probably include consumables, which means it isn't actually a boost, but more a way to sidestep copyright laws while copy pastaing).