Dmg optional combat rules

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So a more heroic style of play comes into effect in a very uneven progression - the characters reach a zone where they're just hard to hit.

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(Monsters usually hit better ACs on dice rolls less than 20 to compensate).īut players are also more likely to get into the rarefied air of super-low ACs than monsters, and so are more likely to break 'the sound barrier' as it were, where only a nat 20 plus the bonuses a monster is unlikely to have will attrite the players' hit points (and indirectly spells, potions, and other resources). So if they get a natural 20 then they're likely to hit a much better AC than the monster. Players are far more likely to have bonuses coming in from all over - ability scores, magic weapons, spells like prayer, plus all the situational modifiers AD&D envisioned for things like higher ground, etc. The note on page 82 is an example of a rule that helps the player but isn't presented as a player-helper.