I'm sure we've all had that part of our games where AC of a monster doesn't seem to match the threat level we're attempting to provide. Specially when our players get their hands on those nice +2 weapons, etc. For example my players just killed Strahd last sunday it turned out great! Even though we have an aasimar ranger (silence and them being protection aasimar), 2 paladins and a zealot barbarian.. They were all lvl 9, so if would of gotten strahd in a corner it would of been game over lol But a trick I figured I would use is adjusting his AC. I took all of their attack modifiers (ability mod+proficiency) and found the average for that. Their average was +10 to hit, I figured the average dice rolled would be around 11. So I made his AC 21, that means they had a 50% chance to hit him. Yes I know Strahds in game AC is 16, but if you've been around 700 years you probably got some cool items. If I would of kept it at 16 they could of rolled a 6 or higher and been able to hit. I also gave him 200 hp cause the session before they all hit this homebrew giant zombie I found that had 150 hp and in one round 3 of them did 156 damage. P.S. a cool idea for him summoning his sword that I used was he has to have a willing humanoid to sacrifice their soul to become his blade. This is how I explained it "as she falls to her knees he places his palm against her pale skin and slowly raises it. Calling forth a amber red whisp that hardens into a handle. strahd slides the blade out of her forhead, as if her body was only a sheath and her soul was only ever an eager weapon."
Post by dmslythytoves on Jun 29, 2022 16:54:48 GMT
That's pretty hardcore. But I like the higher AC. My players are level 7 and they either roll over 20 for attack or below 10 for attack. The close call is pretty rare, these days. And anything big/old enough to withstand at least one round with a level 8 or 9 party should be pretty tough.