I agree, if they make a shift to lower hitrate they'd definitely have to make a bunch of parry, dodge, block animations(right now we only have the melee dodge right?) Then it would actually feel pretty amazing. Sitting on the edge of your chair watching what happens, then again that would already be a great additions as is, without the need for lowering the hit chance. Besides, in terms of game design i understand it perfectly well why they opt for a bigger health pool rather than lower hit rate, it just makes the game more intuitevely understandable. We have to keep in mind that in most games you don't wiff spells, period. Larian is trying to keep the core DnD 5e feel alive while porting it to a video game. To draw on both player pools, PC gamers and table top players. Personally i think they're doing that very well.
To get back to the AC vs HP discussion, I mostly tune my enemies when I DM to be more beefy aswell rather than dodging everything. Missing sometimes adds tension, drama and excitement, missing a lot is just plain frustrating, this is further exasperated in a video game setting.
As far as HP based spells are concerned, they always have fairly limited use and drop out of favour very fast in 5e too, besides we know exactly how much health the enemies have which is a buff to these spells. I've gotten plenty of good use out of sleep, Now i would ask you, when's the last time you used sleep in 5e after lvl 3 in a combat ?

Last edited by FireSnake; 17/10/20 11:08 AM.