Armour Class: Difference between revisions

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(→‎Formulas: Added Dexterity modifiers to unarmoured defense calculations, and a † footnote to denote the armor-exclusive nature of such calculations)
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The default formula that determines AC is:
The default formula that determines AC is:
: {{InfoBlob|10 + [[Dexterity|Dexterity modifier]] + armour bonus + shield bonus + other bonuses and penalties}}
: {{InfoBlob|10 + [[Dexterity|Dexterity modifier]] + armour bonus + shield bonus + other bonuses and penalties}}
The AC bonus from Dexterity modifier may be capped when wearing [[Armour#Medium armour|medium]] or [[Armour#Heavy armour|heavy]] armour.
The AC bonus from Dexterity modifier may be capped when wearing [[Armour#Medium armour|medium]] and is ignored entirely when wearing [[Armour#Heavy armour|heavy]] armour.


Medium armour caps the Dexterity Modifier to +2,{{note|The [[Medium Armour Master]] feat increases the cap from +2 to +3.}}{{note|A few rare armours have an "Exotic Material" trait that allow the wearer to get the full Dexterity bonus to AC. These include [[Yuan-Ti Scale Mail]], [[Unwanted Masterwork Scalemail]], [[Sharpened Snare Cuirass]], and [[Armour of Agility]].}} whrereas heavy armour ignores the modifier entirely.
Medium armour caps the Dexterity Modifier to +2,{{note|The [[Medium Armour Master]] feat increases the cap from +2 to +3.}}{{note|A few rare armours have an "Exotic Material" trait that allow the wearer to get the full Dexterity bonus to AC. These include [[Yuan-Ti Scale Mail]], [[Unwanted Masterwork Scalemail]], [[Sharpened Snare Cuirass]], and [[Armour of Agility]].}} whrereas heavy armour ignores the modifier entirely.
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=== Other formulas ===
=== Other formulas ===
Unarmoured creatures may use a different formula if they have certain features. Creatures always use whichever formula – which they have access to – would result in a higher AC.
Unarmoured creatures may use a different formula if they have certain features. Creatures always use whichever formula – which they have access to – would result in a higher AC.{{note|Alternative formulas are only used if {{em|no}} armour is worn in the chest, hands, helm or bloots slots.|name=slots}}


{{SAI|Mage Armour}} and {{SAI|Draconic Resilience}}:
{{SAI|Mage Armour}} and {{SAI|Draconic Resilience}}:
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: {{InfoBlob|10 + Wisdom modifier† + Dexterity modifier + other bonuses and penalties}}
: {{InfoBlob|10 + Wisdom modifier† + Dexterity modifier + other bonuses and penalties}}


== Math ==
== Mathematics==
Armour Class becomes exponentially more useful the greater it is – the difference in effectiveness between 20 and 19 AC is {{em|greater}} than the difference in effectiveness between 15 and 14.
Armour Class becomes exponentially more useful the greater it is – the difference in effectiveness between 20 and 19 AC is {{em|greater}} than the difference in effectiveness between 15 and 14.


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== Footnotes ==
== Footnotes ==
{{notelist}}† Modifiers are only factored in to Armour Class if *no* armor is worn in the chest, hands, helm, or boots slots.{{NavGameplay}}
{{notelist}}
 
{{NavGameplay}}


[[Category:Gameplay mechanics]]
[[Category:Gameplay mechanics]]