Originally Posted by SorcererVictor
Originally Posted by Maximuuus
I'm absolutely not a GM and I'm not a D&D tabletop player but I try to understand things.
Let me know if I'm wrong.

I'll consider a character level 3 with a basic 1D8 weapon (average damage 4), an attack roll modifier of +3, a proficiency bonus to weapon +2.

D&D Goblins : 15 AC with shield / 7 HP

Modifier + Proficiency = 5
Dice roll needed : 10 (50%)
Hit to kill : 2

Average attack to hit and kill : 4
Total turn to kill one goblin : 1


Larian's Goblin : 10 AC with shield / 12 HP

Modifier + Proficiency = 5
Dice roll needed : 5 (75%)
Hit to kill : 3

Average attack to hit and kill : 4
Total turn to kill one goblin : 1

It looks like actually it changes absolutely nothing about goblins.
So what's the point of changing these stats except you see "75%" instead of "50%" ?

Wouldn't it be easier to stick a little bit more to the rules, and just add an additionnal +1, +2 or even +3 bonus to the attack roll if you're higher instead of an advantage (+1 means +5% chance of hit, +2 means +10%, +3 means +15%).
Or maybe just decrease the AC but not changing the HP so combats are faster ?


What part of spells din't you got?

Spells doesn't target enemy AC, so a firebolt deals less damage than a heavy crossbow but will hit more often. With that nerf, the cantrip will ALWAYS be worse. Sleep? such life saving spell on BG1 is worthless on BG3.

You are assuming that everyone will be playing as a human fighter like in a JRPG when casters are very popular on D&D and always was. And even for fighters, that hit more often, deals less damage KILLS all combat tension.



Hes also taking the most modest example for hius math. Do this with the Goblins that have 20hp and up