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| {{guidenote}} | | {{ up to date | 2023-08-18 }} <!-- Date format is YEAR-MONTH-DAY, like 2023-08-07. -->[[Category:Gameplay Mechanics]] |
| '''Armour Class''' ('''AC''') is a measurement of how difficult a creature is to be hit by an attack. In order to successfully hit a creature, the results of an [[Attack roll|attack roll]] must have a number equal to or greater than the target's Armour Class. AC can be increased by equipping [[Armour|armour]] and [[Shields|shields]], by selecting certain [[Feats|feats]] when leveling up, or utilizing certain [[Spells|spells]]. | | '''Armour Class''' (or '''AC''') is what protects a creature from being hit by attacks. Increasing your {{ArmourClass}} makes it more difficult for enemies to hit you. AC can be increased by equipping [[Armour]] and [[Shields]] or by selecting certain [[Feats]] when leveling up. |
| | | * Determining your base Armour Class: <code>10 (Natural Armour Class) + [[Dexterity#Dexterity Modifier Chart|Dexterity Modifier]]</code> |
| == Formulas ==
| | ** The AC bonus from your Dexterity Modifier may be capped when wearing heavier types of [[Armour]]. |
| The default formula that determines AC is:
| | * In order to successfully hit an enemy, your [[Attack Roll]] must have a number ''equal to'' or ''greater than'' than the number of the target's Armour Class. |
| : {{InfoBlob|10 + [[Dexterity|Dexterity modifier]] + armour bonus + shield bonus + other bonuses and penalties}} | | {{GameplayNavbox}} |
| 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. | |
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| Medium armour caps the Dexterity Modifier to +2,{{note|The [[Medium Armour Master]] feat increases the cap from +2 to +3.}}{{note|Four rare armours have an "Exotic Material" trait that allow the wearer to get the full Dexterity bonus to AC, namely [[Yuan-Ti Scale Mail]], [[Unwanted Masterwork Scalemail]], [[Sharpened Snare Cuirass]], and [[Armour of Agility]].}} whereas heavy armour ignores the modifier entirely.
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| Shields will grant the listed AC bonus to whomever equips it, regardless of which weapon slot they are currently using.
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| === Other formulas ===
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| Unarmoured creatures may use one of the following different formulas 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}} items are worn in the chest, hands, helm or boots slots which are labelled as armour.|name=slots}}
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| {{SAI|Mage Armour}} or {{SAI|Draconic Resilience}}:
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| : {{InfoBlob|13 + Dexterity modifier + shield bonus + other bonuses and penalties}}
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| {{SAI|Unarmoured Defence (Barbarian)}}:
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| : {{InfoBlob|10 + Constitution modifier + Dexterity modifier + shield bonus + other bonuses and penalties}}
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| {{SAI|Unarmoured Defence (Monk)}}:
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| : {{InfoBlob|10 + Wisdom modifier + Dexterity modifier + other bonuses and penalties}}
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| == Mathematics==
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| 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 16 and 15.
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| 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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| If the defender's AC was increased to 16 (45% chance to be hit), they would instead survive for an average of 11.1 rounds (an 11% increase in effectiveness).
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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).
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| The difference between 25 and 24 is even greater, with a {{em|100%}} increase in effectiveness (50 vs 100 rounds).
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| == Footnotes ==
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| {{notelist}}
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| {{NavGameplay}} | |
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| [[Category:Gameplay mechanics]]
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