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Post by Luke Porter on Sept 18, 2020 21:24:45 GMT -5
Alternate armor class calculations. You may always calculate per the Player’s Handbook, including alternate calculations for the monk and Barbarian. In a more modern game armor is almost nonexistent, so Ken, John, and I came up with an alternate way to calculate armor class. All characters can calculate their AC as 12 + DEX mod. Classes with proficiency in medium armor may calculate AC as 14 + DEX mod. max +2. Characters who are proficient in heavy armor have the option of an AC of 16 as well. We could also remove armor proficiency entirely and give all characters these options as a way of removing artificially disparate armor classes.
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Post by hubertbartels on Sept 20, 2020 14:27:20 GMT -5
Unicorn Club- Final Armor rules:
Ken's Modern Systems is "Any" 12+DEX mod, "Medium" 14+DEX mod, max=2, "Heavy" 16
Class/Level Actual AC Ken AC Notes Fighter 1 AC17 AC17 16 + Fighting Style +1 Cleric 1 AC18 AC16 16 Rogue 1 AC14 AC15 12 + DEX: 3 Wizard 1 AC12 AC14 12 + DEX: 2 Fighter 1 AC14 AC15 12 + DEX: 3 (leather-wearing archer) Cleric 1 AC18 AC16 16
Pansy 8 AC18 AC17 16 + Ring of Protection +1 Samira 12 AC20 AC16 16 Summer 3 AC14 AC15 12 + DEX: 3 Sunny 12 AC18 AC16 14 + DEX: 2 Trouble 5 AC19 AC17 16 + (magic of shield: Shield +1)
First six characters are drawn from D&D's pregenerated characters for the Adventurer's League. The rest of the characters are my own. While a few of the heavily armored (plate-wearing) characters take a hit to their AC, most fall into a reasonable range. This system does reward a more dexterous build with lighter armor - as did the real 1800's.
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