Defending
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, Enhancement and Circumstantial.
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.
For purposes of determing what Type of Armour Natural Armour has, use the following table.
| Natural Armour | |||
|---|---|---|---|
| AC Value | Type | ||
| 10 | None | ||
| 7 to 9 | Light | ||
| 5 to 6 | Medium | ||
| 1 to 4 | Heavy | ||
| -3 to 0 | Very Heavy | ||
| -5 to -4 | Impenetrable | ||
| -9 to -6 | Unbreakable | ||
| -10 or lower | Untouchable | ||
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.
Natural Armour is ignored by Touch Attacks.
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 | ||
| Very Heavy | +4 | ||
| Impenetrable | +5 | ||
| Unbreakable | +6 | ||
| Untouchable | +7 | ||
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.
Equipped Armour is ignored by Touch Attacks. Layering armour (wearing one suit over another) uses only the highest bonus.
Deflection
Deflection represents any directional protection a character carries with them that the character can turn towards an incoming blow. Typically, this represents a shield.
For example, Krieger has AC 4 (Natural Armour 5, +1 from Light Armour). They strap on a Medium Shield (+1 Deflect) and find their AC is now 3, for as long as they are able to use their Deflection.
Deflection is ignored when Flatfooted, unless the source of the bonus is attached to the area being targeted - a shield strapped to the back adds its bonus against back attacks whilst called shots against a shielded arm take into account it's bonus, though the character is still Flatfooted otherwise. If a shield has been used up for a round, its bonus to Deflection is lost unless the location it is attached to is attacked as above.
Some forms of Deflection - typically shields - can only be applied a finite number of times in a round. Once these uses are exhausted, the character loses the benefit of the shield. Some proficiencies or equipment may grant additional uses or allow uses with an altered bonus. A character is assumed to use them automatically to attempt to deflect the first attacks they receive in a round - they only do not if a character specifies otherwise but they must do so before the attack roll's result is known.
If a character has multiple shields in use, they do not stack unless circumstances make it possible - only the one being currently used applies. For instance, a character somehow equipped with two shields could bring them both to bear to gain a +2 bonus, but this costs a use of both.
Dodge
Dodge represents the character's reaction and timing and ability to avoid being hit. By default, Dodge is based on Dexterity - a high dexterity confers a bonus, a low dexterity confers a penalty.
For example, when not wearing armour, Lucas has an AC of 10 and Krieger an AC of 5 (due to natural armour). Lucas has a +2 Dodge Bonus and, thus, an AC of 8, whilst Krieger is sluggish and has a -1, meaning their AC is now only 6.
Armour interferes with a character's ability to move and respond quickly. Medium Armour causes a character to 1/2 their Dodge bonus (rounding down) and Heavy Armour (or greater) causes the character to lose their Dodge bonus. Combat Proficiencies allow a character to avoid these restrictions.
To continue the example, Lucas is wearing Chain Mail (AC 5). As this is Medium Armour, their bonus is halved to +1, causing them to have AC 4. Meanwhile, Krieger in the same armour gains +2 (Medium Armour on Natural Armour of 5) from Chain Mail, dropping it down to AC 3 but still suffers the full -1 Dodge penalty, leaving him at AC 4 as well.
When Flatfooted, the character loses any bonus to Dodge. However, due to the clumsy and unwieldy nature of characters with poor Dexterity, any penalty to Dodge applies when in Armour or when Flatfooted. They cannot get out of the way quick enough.
Enhancement
Enhancement refers to any magical, divine or other alteration that grants a modifier to AC. For example, Leather Armour +2 has Enhancement (AC) +2 inherently. Armour will almost always have Enhancement (AC) and Enhancement (Defence) of equal value; if it is a +1 Armour or Shield, assume it does unless stated otherwise.
Only the highest Enhancement (AC) bonus is applied.
For example, Lucas is wearing Chan Mail +2. With their +1 to Dodge described above, their AC is 4 before Enhancement. Factoring in the +2, this becomes AC 2. If they add a Medium Shield +2, it drops by 1, to AC 1, ignoring the additional +2 Enhancement bonus. If, however, they also wore a Cloak of Protection +3, this would, instead, be AC 0, as it is 1 higher than the current Enhancement bonus.
Enhancement, being of some unusual power, is able to counter Touch Attacks and thus is not lost.
Circumstantial
Circumstantial modifiers account for all other things that make a target harder to hit, such as Darkness, Visibility and Training. Most Circumstantial modifiers stack, unless stated otherwise.
For instance, a character with Defence IV [Giants] has a +4 AC bonus against attacks by opponents with the Giant type. Defence specifically states that only the highest modifier amongst Defence tags is used, however - if the character had Defence II [Undead] and fought against an Undead Giant, they would only have +4 instead of +2. If, however, they were in Total Darkness, the character would suffer a -4, meaning they got no Circumstantial AC bonus.
Unless Circumstantial modifiers effect the character constantly, they are usually not used in calculating AC. Thus, they are only accounted for in moment to moment play.
Calculating AC
Once a character knows all the modifiers involved in their AC, they can calculate it.
Total AC
Total AC is used against most attacks.
This consists of Natural Armour or Worn Armour (modified accordingly), Deflection, Dodge and Enhancement. As it considers Deflection by default, once their shield is used up for a round, the Deflection bonus lost is, instead, applied as a Circumstantial penalty to speed things up.
For example, Lucas has no Natural Armour and is wearing Chain Mail +2. They are wearing a Medium Shield +1 and have the Shield Defence proficiency increasing the Deflect bonus. Their Dodge bonus is +2 but halved by the Medium Armour. The Chain Mail's enhancement bonus is +2 - meaning the Shield's +1 is ignored.
Thus they have AC 5 from Chain Mail by default. This is then lowered by 2 (Deflection) +1 (Half Dodge) + 2 (Enhancement from Chainmail) for a total of 5 points of improvement, giving them AC 0.
Krieger meanwhile has Natural Armour 5 from their hide and is wearing Leather Armour +1. They are carrying a Tower Shield but do not have Shield Defence. Their Dodge is -1. They are wearing a Cloak of Protection +3.
Thus they have AC 4 from Natural Armour modified by Leather Armour. This is then lowered by 1 (Deflection) -1 (Dodge penalty) +3 (Cloak of Protection) for a total of 3, for a total AC of 1.
Flatfooted AC
Flatfooted AC is used when the character is Flatfooted, either against a specific attack or in general.
It consists of Natural Armour or Worn Armour (modified accordingly) and Enhancement bonuses. Deflection and Dodge, requiring the ability to respond, are lost. Penalties to Deflection and Dodge, however, are kept.
For example, Lucas loses 3 points (Deflection + 1/2 Dodge), giving them AC 3. Krieger, meanwhile, loses only 1 point (Deflection) as their Dodge is already poor and factored in, meaning they have AC 2.
Touch AC
Touch AC is used when the character is targeted by an attack that need only touch them to have an effect - Harm spells for instance are Touch Attacks that strike an opponent with negative energy.
It consists of Base AC, Deflection, Dodge and Enhancement bonuses.
For example, this means that Lucas and Krieger both have a base of 10. Lucas gains +2 from their Deflection, +1 from Dodge and +1 from Enhancement, meaning their AC is only 6 now. Krieger, meanwhile, has +1 from Deflection, -1 from Dodge and +3 from Enhancement, giving them an effective AC of 7.
As such, Touch Attacks can be very dangerous, though are fortunately rarer and put the initiator into harm's way, usually.
Flatfooted Touch AC
If a Touch Attack is made against a flatfooted opponent, it will almost certainly hit.
It consists of Base AC and Enhancement bonuses. Penalties to Dodge still apply.
Lucas only gains a +1 from their armour, giving them AC 9, whilst Krieger gains +3 from their cloak and -1 from Dodge, giving them AC 8.
Special Circumstances
Circumstantial modifiers are not directly applied to these values but are applied as they become relevant.
For instance, Krieger is fighting an invisible opponent. Against their attacks, Krieger already has AC 2 as he is considered flatfooted. In addition they are treated as being at Visibility 0% to him - this means they suffer a -4 AC penalty against them, causing them to have an effective AC of 6.