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| {{ up to date | 2023-08-18 }} <!-- Date format is YEAR-MONTH-DAY, like 2023-08-07. -->[[Category:Gameplay Mechanics]] | | {{guidenote}} |
| '''{{ArmourClass}}''' ('''AC''') is a measurement of how difficult a creature is to be hit by an attack. AC can be increased by equipping [[Armour]] and [[Shields]], by selecting certain [[Feats]] when leveling up, or utilizing certain Magic [[Spells]]. | | '''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]]. |
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| The formula that determines AC is: | | == Formulas == |
| | The default formula that determines AC is: |
| | : {{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]] and is ignored entirely when wearing [[Armour#Heavy armour|heavy]] armour. |
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| <center>Armour Class = {{InfoBlob|Base Armour Class + [[Dexterity#Dexterity Modifier Chart|Dexterity Modifier]] + Other Bonuses and Penalties}}</center>
| | 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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| *Base Armour Class is the number seen in shields in the descriptions of armour. When unarmoured, most creatures naturally have a Base AC of 10.
| | Shields will grant the listed AC bonus to whomever equips it, regardless of which weapon slot they are currently using. |
| **[[Mage Armour]] and [[Draconic Resilience]] both sets the base armour class to 13 if the creature isn't wearing any armour
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| *The AC bonus from Dexterity Modifier may be capped when wearing heavier types of [[Armour]].
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| ** Light Armour doesn't cap the Dexterity AC. Clothing doesn't either, but they don't count as armour at all.
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| ** Medium Armour typically caps the Dexterity Modifier to +2
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| *** The [[Medium Armour Master]] feat increases the cap from +2 to +3
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| *** 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]].
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| ** Heavy Armour ignores any bonus (or penalty) from the wearer's Dexterity.
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| * The final term, "Other Bonuses and Penalties" is a very valuable source of AC, it is subject to the least amount of restrictions, but also are relatively rare, demands certain trade offs, or otherwise require the expenditure of [[Resource|Resources]].
| | === Other formulas === |
| ** [[Shields]] will grant its listed AC bonus to whomever equips it. This means the user's off hand will be occupied, denying the bonus they would get for two-handing a versatile weapon, and wouldn't be able to equip a two-handed weapon or an off-hand weapon.
| | 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}} |
| ** Certain Clothing and Armours grant bonus AC outside of their Base AC. [[Potent Robe]] is an example of this.
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| ** [[Barbarian|Barbarians]] and [[Monk|Monks]] have access to the [[Unarmoured Defence (Disambiguation)|Unarmoured Defence]] feature. Allowing them to add their Constitution Modifier and Wisdom Modifier to AC respectively, but only when unarmoured.
| | {{SAI|Mage Armour}} or {{SAI|Draconic Resilience}}: |
| ** [[Fighter|Fighters]], [[Paladin|Paladins]], and [[Ranger|Rangers]] have access to the '''Defense [[Fighting Style]]''' feature, which grants +1 AC if they are wearing armour.
| | : {{InfoBlob|13 + Dexterity modifier + shield bonus + other bonuses and penalties}} |
| ** The [[Defensive Duellist]] feat allows a character to spend their [[Reaction (Resource)|Reaction]] to functionally add their [[Proficiency Bonus]] to their AC for a '''single''' incoming attack. The character must be wielding a [[Finesse]] weapon they are [[Proficiency|Proficient]] in. (This is actually implemented by imposing a penalty to the incoming attack roll.)
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| ** A few spells grants bonus AC: [[Barkskin]], [[Shield of Faith]], [[Shield|Shield(Spell),]] [[Mirror Image]], and [[Haste]]. But all of these either don't last long, requires concentration, or are otherwise limited in its bonus.
| | {{SAI|Unarmoured Defence (Barbarian)}}: |
| ** Spells that decreases AC are even rarer: [[Slow]] can do this directly, but is subject to a saving throw; [[Chromatic Orb: Acid]] and [[Melf's Acid Arrow]] can achieve this via an [[Acid Surface]], but can be swiftly negated when the victim leaves the surface.
| | : {{InfoBlob|10 + Constitution modifier + Dexterity modifier + shield bonus + other bonuses and penalties}} |
| In order to successfully hit a creature, the [[Attack Roll]] must have a number ''equal to'' or ''greater than'' the target's Armour Class. This means, typically, each point of AC makes a creature 5% harder to hit.{{NavGameplay}}
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| | {{SAI|Unarmoured Defence (Monk)}}: |
| | : {{InfoBlob|10 + Wisdom modifier + Dexterity modifier + other bonuses and penalties}} |
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| | == Mathematics== |
| | 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 == |
| | {{notelist}} |
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| | {{NavGameplay}} |
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| | [[Category:Gameplay mechanics]] |