All it means, most fundamentally, is that combatants score hits more often and so fights don't take as long to resolve. Only a difference in

The most obvious difference in that regard may be the lessening of the Fighter's and Cleric's advantage over the Magic-user and Thief.

Any monsters still running around with ACs that are now notable would be notably tougher because they would dish out more damage before going down. For example, suppose it takes 10 rounds to fell an Ogre. If it does 3-8 damage, and hits 40% of the time, that's an average of 22 points it deals. If its hit chance goes up to 60%, that means 1.5x as much damage, or 33 points.

(Of course, a fighter with only 21 points is in trouble either way! Better to team with another, for an average of only 5 rounds and just 5.5 or 8.25 points each. In the second case, either one fighter actually takes two hits and the other just one, so it's more like 11 and 5.5, or one fighter takes all three for 16.5. The AD&D DMG suggested that targets in melee should be randomized.)

That makes increasingly less difference as higher level combatants hit more often anyway (so that 1 chance in 20 is a smaller fraction of the total).

Depending on the nature of your game, and the tastes of the participants, it might be meet for instance to add an AC bonus for all fighters and clerics. The original AC bonus for dexterity (in D&D Supplement I) was for fighters alone, but of course helped only those with high scores (15+ in OD&D).

It might also be meet to make magical protection not permitted Thieves or M-us more common than otherwise. In OD&D, that category apparently included

*relative*chances to get hit would change the average hit-point cost of a given fight.The most obvious difference in that regard may be the lessening of the Fighter's and Cleric's advantage over the Magic-user and Thief.

Any monsters still running around with ACs that are now notable would be notably tougher because they would dish out more damage before going down. For example, suppose it takes 10 rounds to fell an Ogre. If it does 3-8 damage, and hits 40% of the time, that's an average of 22 points it deals. If its hit chance goes up to 60%, that means 1.5x as much damage, or 33 points.

(Of course, a fighter with only 21 points is in trouble either way! Better to team with another, for an average of only 5 rounds and just 5.5 or 8.25 points each. In the second case, either one fighter actually takes two hits and the other just one, so it's more like 11 and 5.5, or one fighter takes all three for 16.5. The AD&D DMG suggested that targets in melee should be randomized.)

That makes increasingly less difference as higher level combatants hit more often anyway (so that 1 chance in 20 is a smaller fraction of the total).

Depending on the nature of your game, and the tastes of the participants, it might be meet for instance to add an AC bonus for all fighters and clerics. The original AC bonus for dexterity (in D&D Supplement I) was for fighters alone, but of course helped only those with high scores (15+ in OD&D).

It might also be meet to make magical protection not permitted Thieves or M-us more common than otherwise. In OD&D, that category apparently included

*all*enchanted armor and shields. Even in AD&D, magic leather armor is only 8% of magic armor and/or shield finds.
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