Editing Armour Class
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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 | The Dexterity modifier bonus may be limited or ignored if the character wears medium or heavy armour (see [[Armour Class#Armour and shields|below]]). | ||
Unarmoured creatures may use a different formula if they have certain features. Creatures always use whichever formula – that they have access to – would result in a higher AC. | |||
{{SAI|Mage Armour}} and {{SAI|Draconic Resilience}}: | |||
{{SAI|Mage Armour}} | |||
: {{InfoBlob|13 + Dexterity modifier + shield bonus + other bonuses and penalties}} | : {{InfoBlob|13 + Dexterity modifier + shield bonus + other bonuses and penalties}} | ||
{{SAI|Unarmoured Defence (Barbarian)}}: | {{SAI|Unarmoured Defence (Barbarian)}}: | ||
: {{InfoBlob|10 + Constitution | : {{InfoBlob|10 + Constitution modifier† + shield bonus + other bonuses and penalties}} | ||
{{SAI|Unarmoured Defence (Monk)}}: | {{SAI|Unarmoured Defence (Monk)}}: | ||
: {{InfoBlob|10 + Wisdom | : {{InfoBlob|10 + Wisdom modifier† + shield bonus + other bonuses and penalties}} | ||
=== Armour and shields === | |||
The AC bonus from Dexterity modifier may be capped when wearing [[Armour#Medium armour|medium]] or [[Armour#Heavy armour|heavy]] armour. | |||
Medium armour typically 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]].}} Heavy armour ignores any bonus (or penalty) from the wearer's Dexterity. | |||
== | Shields will grant the listed AC bonus to whomever equips it. | ||
Armour Class becomes more useful the greater it is – the difference in effectiveness between 20 and 19 AC is {{em|greater}} than the difference in effectiveness between | |||
== Math == | |||
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. | |||
To illustrate this, if a defender has 15 AC and 10 HP, and the attacker has +5 (50% chance to hit) to attack rolls, and deals 2 damage per attack, the defender would on average survive for 10 turns. | To illustrate this, if a defender has 15 AC and 10 HP, and the attacker has +5 (50% chance to hit) to attack rolls, and deals 2 damage per attack, the defender would on average survive for 10 turns. | ||
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Meanwhile, if the defender has 19 AC (30% chance to be hit), they would survive for an average of 16.66 rounds. If their AC was increased to 20 (25% chance to be hit), they would be able to survive for an average of 20 rounds (a 20% increase in effectiveness). | Meanwhile, if the defender has 19 AC (30% chance to be hit), they would survive for an average of 16.66 rounds. If their AC was increased to 20 (25% chance to be hit), they would be able to survive for an average of 20 rounds (a 20% increase in effectiveness). | ||
The difference between 25 and 24 is even greater, with a {{em| | The difference between 25 and 24 is even greater, with a {{em|200%}} increase in effectiveness. | ||
== Footnotes == | == Footnotes == | ||
{{notelist}} | {{notelist}} | ||
{{NavGameplay}} | {{NavGameplay}} | ||
[[Category:Gameplay mechanics]] | [[Category:Gameplay mechanics]] |