



That is, instead of trying to calculate how much a +2 AC change should change the monster, just shave off a few or many hp as you see fit. But resist the temptation to make a maths problem out of it. If you really must change it, you would lower HP to compensate for higher AC. My advice is to stick to the stat blocks as written, and get used to the easier hit chances. On the other hand, handing out plus weapons is less of a big deal.įirst you should ask yourself if you and your players are really finding the game so full of unfun it's worth it to change this. Players don't NEED to struggle on the treadmill for ever-better attack bonuses. The reason for this is that players find hitting fun and missing unfun.Īs an added benefit of this: plus bonuses to hit aren't as essential anylonger. Has anyone done this? What were the results? However, I'm wondering if it might hurt to increase the monsters' armor classes by a few points in general and how far I could go in that regard without the ACs ending up too high when our group gets some characters to high level? Would a four point bump in monster AC be too much? I'm pretty sure two points would help, but not sure about going the full 4 points (or even 5 or 6) as it would likely break bounded accuracy and make high level monsters too invulnerable to lower level groups. I really like 5E and am definitely not wanting to start any sort of edition war. It seems a lot easier than previous editions, especially easier than AD&D.īy my calculations, between the minimum +2 proficiency bonus every character gets along with usually at least a +2 ability score bonus on the attack roll along with some other things, it seems like it's probably 20% to 30% more easy to hit an average AC than it was in 1E at low level. However, one of the players has noted that it's very easy to hit the monsters. More than we've gotten to play consistently in quite some time, so that is good. So, our group recently got to play several sessions of D&D 5E over the past few weekends.
