8,856
editsno edit summary
(→Formulas: Added Dexterity modifiers to unarmoured defense calculations, and a † footnote to denote the armor-exclusive nature of such calculations) |
No edit summary |
||
Line 5: | Line 5: | ||
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]] | 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. | ||
Line 12: | Line 12: | ||
=== 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}}: | ||
Line 23: | Line 23: | ||
: {{InfoBlob|10 + Wisdom modifier† + Dexterity modifier + other bonuses and penalties}} | : {{InfoBlob|10 + Wisdom modifier† + Dexterity modifier + other bonuses and penalties}} | ||
== | == 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. | ||
Line 35: | Line 35: | ||
== Footnotes == | == Footnotes == | ||
{{notelist}} | {{notelist}} | ||
{{NavGameplay}} | |||
[[Category:Gameplay mechanics]] | [[Category:Gameplay mechanics]] |