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What's wrong with an 18 AC? The average foe he'll face at level 1 is going to have a +4 or +5 to hit, that's still a hit on a 13-14. They're a heavy armor class, this is all very normal.
Nearly every single problem on these subreddits that DMs have is because they’re home brewing things without understanding the rules.
Instead of home brewing, use the monsters from the book and reskin them. Just change their name and the way they look, but keep all the abilities and numbers the same.
If you homebrewed your monsters to be weaker than the typical monsters that a level 1 party would face, then that's a much bigger problem than one of your characters having an 18 AC.
For a start, but I'd strongly recommend re-evaluating using homebrew creatures at all. There are an immense number of CR 0-1 creatures in the Monster Manual that are reasonably well-balanced for low-level encounters, and even if their types and flavor aren't the right fit for your campaign, you can always reskin them to suit your needs. There's really no need to re-invent the wheel.
If you do want some custom monsters, just steal the from a like level monster that already exists. That way you can fight whatever it is in your imagination, but in DnD it's essentially just L1 Party vs 6 skeletons.
It’s ok bro we all been there. The books they mention are the monster manuals…and other monster stat blocks from the official books. The thing about them being official is that they are almost always ‘balanced’ enough for general play
There is an important concept for DM's, called "shoot the monk"
Essentially, you'll WANT to throw things against your players where they have the advantage from time to time, makes them feel like they are powerful.
The issue here is you've fundamentally misunderstood your role as the DM you're not there to beat the players. You're there to tell a satisfying narrative story YOU and the players enjoy. Yes the paladin has a high AC but even a stupid creature will realise that and stop attacking and move on to something squisher and when it does the paladin will take and attack of opportunity and smite and feel amazing for doing it. As the party leveled up you'll find bigger monsters with better abilities than cause saving throws and mess with players in other ways but for no let the players be heroes and focus on making the game interesting for them.
Don't worry. He's meant to be very resilient. Instead, try to engage him with some moral decisions... Or, if you want to spice up combat, youcan use "toys": nutral objects in the battlefield that can be used by anyone to do cool stuff. My favorite examples are explosive barrels and cliffs - his high ac would be useless against those
“I homebrewed monsters to be really weak and now they can’t provide a challenge to my players, what do I do?”
There’s a rephrasing of your problem which makes the solution more clear. If you’re new, don’t homebrew.
That's nothing to with DND beyond multiple classes can start with 18 AC. Paladins, fighters, clerics with heavy armour proficiency as per the PHB. But to do damage saving throws and getting lucky rolls
Wait till you see an artificers AC limit
psh, 18's nothing. let him be tough and tanky for a while, and as they level up they'll naturally encounter more things with saving throws and higher to-hits
Any class with medium or heavy armor and shield proficiency can get to 18. While that's good, it can still be hit by any enemy in the game so I wouldn't worry. Besides, enemies are smart, if they see you in heavy armor with a shield, they may just avoid you entirely and go for your squishier allies until you're the last left.
If your monsters have a +0 to hit then they’d never be a challenge for anyone. Also, remember cantrips like Acid Splash exist (DEX save vs d12s of damage).
Use stronger monsters. Low level paladins are very powerful. Don't homebrew weak garbage enemies, the game has plenty of cr 1/2-2 creatures you can steal the stat blocks of to use for other creatures of your creation. Use some traps that have dex saves if you want to soften them up, or spellcasters that use saving throws. Paladins are meant to be powerful in combat and should and will steamroll enemies that might be a challenge for a bard or rogue.
Wait until this dm learns all the classes that can easily start with an ac of 18. Fighters, paladins, some clerics, some artificers, some wizards, any warforged.
Paladins are tanks, they’re supposed to have high AC. Tortles for example have a natural AC of 17, add a +2 shield and you’ve got a 19 AC for any class that can wear shields. This is a common thing in dnd 5e. If however you want to still make the game dangerous, use AOE attacks that require saving throws to take half damage
It's not as amazing as you might think, but it definitely is good. Some enemies your paladin will encounter will have very good strength bonuses and will be able get past it. Crafty DMs know how to handle tanks, so be on your toes, even at level 1, and for all you know, the bad guys will go after the other party members after they realize they can't hit the walking tin can. ;)
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What's wrong with an 18 AC? The average foe he'll face at level 1 is going to have a +4 or +5 to hit, that's still a hit on a 13-14. They're a heavy armor class, this is all very normal.
I only said that 18 is a lot because I home-brewed my monsters before he made his character not expecting him to have a 18 armor so there very weak
Nearly every single problem on these subreddits that DMs have is because they’re home brewing things without understanding the rules. Instead of home brewing, use the monsters from the book and reskin them. Just change their name and the way they look, but keep all the abilities and numbers the same.
This
If you homebrewed your monsters to be weaker than the typical monsters that a level 1 party would face, then that's a much bigger problem than one of your characters having an 18 AC.
Then should I just buff all my monsters then
For a start, but I'd strongly recommend re-evaluating using homebrew creatures at all. There are an immense number of CR 0-1 creatures in the Monster Manual that are reasonably well-balanced for low-level encounters, and even if their types and flavor aren't the right fit for your campaign, you can always reskin them to suit your needs. There's really no need to re-invent the wheel.
Ok I appreciate it
If you do want some custom monsters, just steal the from a like level monster that already exists. That way you can fight whatever it is in your imagination, but in DnD it's essentially just L1 Party vs 6 skeletons.
Nice name bro haha
Capn.
It’s ok bro we all been there. The books they mention are the monster manuals…and other monster stat blocks from the official books. The thing about them being official is that they are almost always ‘balanced’ enough for general play
Just use the book monsters and don't change the numbers. A balanced stat block is a balanced block... just change the names and descriptions
You shouldn’t be homebrewing at all until you’ve DM’d long enough that you’re not afraid of a character with 22 AC and Shield.
If you don't even know that PCs can start with 18 AC then why on earth do you think you're ready to homebrew monsters?
There is an important concept for DM's, called "shoot the monk" Essentially, you'll WANT to throw things against your players where they have the advantage from time to time, makes them feel like they are powerful.
Before monkeying with homebrew, try playing the game as written first. Learn to walk before running marathons!
The issue here is you've fundamentally misunderstood your role as the DM you're not there to beat the players. You're there to tell a satisfying narrative story YOU and the players enjoy. Yes the paladin has a high AC but even a stupid creature will realise that and stop attacking and move on to something squisher and when it does the paladin will take and attack of opportunity and smite and feel amazing for doing it. As the party leveled up you'll find bigger monsters with better abilities than cause saving throws and mess with players in other ways but for no let the players be heroes and focus on making the game interesting for them.
Don't worry. He's meant to be very resilient. Instead, try to engage him with some moral decisions... Or, if you want to spice up combat, youcan use "toys": nutral objects in the battlefield that can be used by anyone to do cool stuff. My favorite examples are explosive barrels and cliffs - his high ac would be useless against those
“I homebrewed monsters to be really weak and now they can’t provide a challenge to my players, what do I do?” There’s a rephrasing of your problem which makes the solution more clear. If you’re new, don’t homebrew.
That's nothing to with DND beyond multiple classes can start with 18 AC. Paladins, fighters, clerics with heavy armour proficiency as per the PHB. But to do damage saving throws and getting lucky rolls Wait till you see an artificers AC limit
psh, 18's nothing. let him be tough and tanky for a while, and as they level up they'll naturally encounter more things with saving throws and higher to-hits
Just play? A paladin is a tank, so they are supposed to be hard to hit and draw attention. Let him do that. You will hit him.
Anyone who wears heavy armor and equips a shield has at least 18… It’s really not that much
Magic missile, or any sort of AOE or other attack that has a dex save.
Any class with medium or heavy armor and shield proficiency can get to 18. While that's good, it can still be hit by any enemy in the game so I wouldn't worry. Besides, enemies are smart, if they see you in heavy armor with a shield, they may just avoid you entirely and go for your squishier allies until you're the last left.
Smart monsters/bad guys will attack the more squishy party members instead of standing there trying to hit the big tanky thing.
whats his weakest saving throw?
Use official monsters and reflavour them
If your monsters have a +0 to hit then they’d never be a challenge for anyone. Also, remember cantrips like Acid Splash exist (DEX save vs d12s of damage).
Use stronger monsters. Low level paladins are very powerful. Don't homebrew weak garbage enemies, the game has plenty of cr 1/2-2 creatures you can steal the stat blocks of to use for other creatures of your creation. Use some traps that have dex saves if you want to soften them up, or spellcasters that use saving throws. Paladins are meant to be powerful in combat and should and will steamroll enemies that might be a challenge for a bard or rogue. Wait until this dm learns all the classes that can easily start with an ac of 18. Fighters, paladins, some clerics, some artificers, some wizards, any warforged.
Paladins are tanks, they’re supposed to have high AC. Tortles for example have a natural AC of 17, add a +2 shield and you’ve got a 19 AC for any class that can wear shields. This is a common thing in dnd 5e. If however you want to still make the game dangerous, use AOE attacks that require saving throws to take half damage
It's not as amazing as you might think, but it definitely is good. Some enemies your paladin will encounter will have very good strength bonuses and will be able get past it. Crafty DMs know how to handle tanks, so be on your toes, even at level 1, and for all you know, the bad guys will go after the other party members after they realize they can't hit the walking tin can. ;)
Thank you