Armour Class: Difference between revisions
Jump to navigation
Jump to search
m (removed unnecessary cumbersome phrasing) |
(more details on ac calculation) |
||
Line 3: | Line 3: | ||
* Determining your base Armour Class: <code>10 (Natural Armour Class) + [[Dexterity#Dexterity Modifier Chart|Dexterity Modifier]]</code> | * Determining your base Armour Class: <code>10 (Natural Armour Class) + [[Dexterity#Dexterity Modifier Chart|Dexterity Modifier]]</code> | ||
** The AC bonus from your Dexterity Modifier may be capped when wearing heavier types of [[Armour]]. | ** The AC bonus from your Dexterity Modifier may be capped when wearing heavier types of [[Armour]]. | ||
*** Light Armour doesn't cap the AC. | |||
*** Medium Armour typically allows adding up to +2 Dexterity Modifier to AC, although there are some armours with an "Exotic Material" trait that allow the wearer to get the full Dexterity bonus to AC. For example, [[Yuan-Ti Scale Mail]], [[Sharpened Snare Cuirass]], or [[Armour of Agility]]. | |||
*** Heavy Armour ignores any bonus (or penalty) from the wearer's Dexterity, making base AC equal to armour AC. | |||
** Some classes, like [[Barbarian]] and [[Monk]] have special formulas for AC calculation. Typically they don't stack neither with AC provided by Armour, nor with each other. | |||
* In order to successfully hit an enemy, your [[Attack Roll]] must have a number ''equal to'' or ''greater than'' than the target's Armour Class. | * In order to successfully hit an enemy, your [[Attack Roll]] must have a number ''equal to'' or ''greater than'' than the target's Armour Class. | ||
{{GameplayNavbox}} | {{GameplayNavbox}} |