Difference between revisions of "Defending"
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When someone makes a direct attempt to an attack their opponent, their target is said to be Defending, even if not technically aware of their opponent. | When someone makes a direct attempt to an attack their opponent, their target is said to be Defending, even if not technically aware of their opponent. | ||
| + | |||
| + | ==Armour Class== | ||
| + | To determine if a character is hit, they must know their AC. AC stands for Armour Class. A lower AC is better as it means a higher number must be rolled on the dice for the character to be successfully hit. This is based off of a combat system where AC ‘improved’ to 1st Class as being the hardest to dent, but once abstracted to that point, better AC became possible to obtain. | ||
| + | |||
| + | AC modifiers are subtracted from the character's AC. For example, a Character with AC 4 gaining a +1 AC bonus has AC 3. If, instead, they had received a -2 penalty to AC, their AC would be 6. | ||
===Modifying Enemy To-Hit=== | ===Modifying Enemy To-Hit=== | ||
Though this does not alter a character's AC, a character can alter their situation and, thus, alter the [[Attacking#Modifiers|To-Hit Modifiers]] an opponent has to account for. | Though this does not alter a character's AC, a character can alter their situation and, thus, alter the [[Attacking#Modifiers|To-Hit Modifiers]] an opponent has to account for. | ||
| + | |||
| + | ==Types of AC== | ||
| + | Armour Class is a mixture of things based on how tough the character is, how responsive they are, what they are wearing and so forth - it is both how hard it is to hit the character and how hard it is to do ''damage'' successfully. This is reflected by Base AC, Natural and Equipped Armour, Deflection, Dodge and Protection. | ||
| + | |||
| + | ===Base AC=== | ||
| + | Base AC is how hard a character is to hit by default. This is, by default, 10. | ||
| + | If a character is both Flatfooted and struck by a Touch attack, this is the value of their AC. | ||
| + | |||
| + | ===Natural Armour=== | ||
| + | Many less human races have ''Natural Armour'' - thick fur, a scaly hide, a strong carapace. This reflects how hard the character is to hit on their own, with nothing to protect them but their own skin. Natural Armour is defined by the character's Race, though sometimes by spells and abilities. Natural Armour sets the Effective Armour Class to the value listed for the Armour. If something alters the Natural Armour of a character that lacks it, assume their default Natural Armour is 10. | ||
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| + | Lucas, a human, has no natural Armour so. When Flatfooted, their AC is 10 as is. | ||
| + | |||
| + | Meanwhile, Krieger is a Minotaur and his thick hide and strong bones give him an AC 5 by default. | ||
| + | |||
| + | ===Equipped Armour=== | ||
| + | ''Equipped Armour'' reflects armour a character is wearing. Equipped Armour sets the character's sets the Effective Armour Class to the value listed for the Armour. | ||
| + | |||
| + | If Lucas were to wear Chain Mail (AC 5), they would set their AC to 5. | ||
| + | |||
| + | If the character has Natural Armour, however, things become a little more complicated. | ||
| + | |||
| + | *If a Character's Natural Armour is better than the AC value given for the Armour, they increase their Effective AC depending on the thickness of the Armour. | ||
| + | *If a Character's Natural Armour is worse than the AC value given for the Armour, they set it to that value. | ||
| + | *Finally, if the Natural Armour of the character is worse than the AC value given for the Armour but would be better than the Armour's AC value if it used the bonus defined in the first point, use the effective Natural Armour + the bonus. | ||
| + | |||
| + | The modifiers are as follows. | ||
| + | |||
| + | {| class="wikitable" | ||
| + | !colspan="4"|Natural Armour Modifiers | ||
| + | |- | ||
| + | |'''Armour Type''' | ||
| + | |'''Modifier''' | ||
| + | |- | ||
| + | | Light | ||
| + | | +1 | ||
| + | |- | ||
| + | | Medium | ||
| + | | +2 | ||
| + | |- | ||
| + | | Heavy> | ||
| + | | +3 | ||
| + | |- | ||
| + | |} | ||
| + | |||
| + | For example, Krieger the Minotaur has Natural Armour 5. If they wear Leather (AC 8), they would only gain a +1 AC bonus, lowering their AC to 4. If they were to wear Full Plate (AC 1), they would have an AC of 1. If they were to wear Bronze Plate, without the bonus, their AC would also be 4. As their Natural Armour +3 from Heavy Armour would be lower than 4, they instead gain the Heavy Armour bonus, meaning their AC is 2. | ||
| + | |||
| + | ==Calculating AC== | ||
| + | |||
| + | ===Total AC=== | ||
| + | |||
| + | ===Flatfooted AC=== | ||
| + | |||
| + | ===Touch AC=== | ||
Revision as of 04:17, 19 November 2016
When someone makes a direct attempt to an attack their opponent, their target is said to be Defending, even if not technically aware of their opponent.
Contents
Armour Class
To determine if a character is hit, they must know their AC. AC stands for Armour Class. A lower AC is better as it means a higher number must be rolled on the dice for the character to be successfully hit. This is based off of a combat system where AC ‘improved’ to 1st Class as being the hardest to dent, but once abstracted to that point, better AC became possible to obtain.
AC modifiers are subtracted from the character's AC. For example, a Character with AC 4 gaining a +1 AC bonus has AC 3. If, instead, they had received a -2 penalty to AC, their AC would be 6.
Modifying Enemy To-Hit
Though this does not alter a character's AC, a character can alter their situation and, thus, alter the To-Hit Modifiers an opponent has to account for.
Types of AC
Armour Class is a mixture of things based on how tough the character is, how responsive they are, what they are wearing and so forth - it is both how hard it is to hit the character and how hard it is to do damage successfully. This is reflected by Base AC, Natural and Equipped Armour, Deflection, Dodge and Protection.
Base AC
Base AC is how hard a character is to hit by default. This is, by default, 10. If a character is both Flatfooted and struck by a Touch attack, this is the value of their AC.
Natural Armour
Many less human races have Natural Armour - thick fur, a scaly hide, a strong carapace. This reflects how hard the character is to hit on their own, with nothing to protect them but their own skin. Natural Armour is defined by the character's Race, though sometimes by spells and abilities. Natural Armour sets the Effective Armour Class to the value listed for the Armour. If something alters the Natural Armour of a character that lacks it, assume their default Natural Armour is 10.
Lucas, a human, has no natural Armour so. When Flatfooted, their AC is 10 as is.
Meanwhile, Krieger is a Minotaur and his thick hide and strong bones give him an AC 5 by default.
Equipped Armour
Equipped Armour reflects armour a character is wearing. Equipped Armour sets the character's sets the Effective Armour Class to the value listed for the Armour.
If Lucas were to wear Chain Mail (AC 5), they would set their AC to 5.
If the character has Natural Armour, however, things become a little more complicated.
- If a Character's Natural Armour is better than the AC value given for the Armour, they increase their Effective AC depending on the thickness of the Armour.
- If a Character's Natural Armour is worse than the AC value given for the Armour, they set it to that value.
- Finally, if the Natural Armour of the character is worse than the AC value given for the Armour but would be better than the Armour's AC value if it used the bonus defined in the first point, use the effective Natural Armour + the bonus.
The modifiers are as follows.
| Natural Armour Modifiers | |||
|---|---|---|---|
| Armour Type | Modifier | ||
| Light | +1 | ||
| Medium | +2 | ||
| Heavy> | +3 | ||
For example, Krieger the Minotaur has Natural Armour 5. If they wear Leather (AC 8), they would only gain a +1 AC bonus, lowering their AC to 4. If they were to wear Full Plate (AC 1), they would have an AC of 1. If they were to wear Bronze Plate, without the bonus, their AC would also be 4. As their Natural Armour +3 from Heavy Armour would be lower than 4, they instead gain the Heavy Armour bonus, meaning their AC is 2.