I've always played with GMs who kept the bad guy's ACs hidden and I've always GMed that way. Now that I think about it, the only thing it seems to buy me is a phase of the fight where players doing some guess and check about who has high AC and who has low. This thread has made me reconsider the policy.FrankTrollman wrote:The only time it gets creaky is when DMs get all paranoid about keeping the ACs of team monster secret or the inclusion of shitty feats that give special bonuses to confirmation rolls. The fact that you just rolled a 19 and hit (and threatened a crit) doesn't inherently give you a lot of information about what happens if you roll a 13.hamstertamer wrote:That is correct. The total attack modifier is exactly the same for confirmation, and does not need to be reconfigured. It's the easiest roll in D&D since you don't need to do any new math. All you have to do is roll higher then the target number that you needed before. Which is what happened in every 3rd edition D&D game I've played in and observed by working at a gaming store.
-Username17
Do people around here usually play with secret bad guy ACs or public ones? Am I overlooking any virtues of keeping them secret until the d20 happens to roll two consecutive numbers?
Happy to split this off into a new thread if need be, but this one is so meandering at this point that I doubt a little discussion here will make a difference.