Difference between revisions of "Armour Class"

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[[File:Armour Class.jpg|right|490px]]
 
[[File:Armour Class.jpg|right|490px]]
'''Armour Class''' (AC) is a numerical rating that typically ranges from -10 to 10, indicating the protection that a combatant has against [[Roll to Hit|rolls to hit]]. A "10" AC indicates that the combatant has no protection at all, lacking [[Armour List|armour]], useful [[Dexterity (ability stat)|dexterity]] or toughness of bodily hide — however, this is still sufficient to allow a 50% chance of not being hit by a non-leveled character in [[Combat|combat]]. As forms of protection are added to the character (including effects from [[Spellcasting|spells]], magical bonuses to [[Magic Armour|armour]], along with [[Cloak of Protection|cloaks]], [[Ring of Protection|rings]] or [[Bracers of Protection|bracers of protection]]), the numerical rating of AC drops. This rating is then subtracted from the number needed to hit AC 0 ([[THAC0]]), which easily indicates the adjusted number on a d20 needed to hit.
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'''Armour Class''' (AC) is a numerical rating that typically ranges from -10 to 10, indicating the level of protection a combatant possesses against [[Roll to Hit|rolls to hit]]. A 10 AC represents a completely unprotected combatant, lacking any form of [[Armour List|armour]], useful [[Dexterity (ability stat)|dexterity]] or tough natural hide. However, even at this level, the mechanics of [[Combat|combat]] still provide a 50% chance of avoiding a hit when facing a non-leveled attacker. As layers of protection are added, including physical armour, magical enhancements, dexterity bonuses and enchanted protective gear such as [[Cloak of Protection|cloaks]], [[Ring of Protection|rings]] and [[Bracers of Protection|bracers of protection]], the numerical rating of AC drops, improving the character's defensive capability.
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The AC value interacts directly with the attacker's [[THAC0]], a number representing the attack roll needed to hit AC 0. To determine the actual number required on a d20 roll to land a hit, subtract the defender's AC from the attacker's THAC0.
  
For example, a combatant is wearing [[Studded Leather (armour)|studded leather]] +1, with a dexterity of 17 and wearing a cloak of protection +1.  Ordinary studded leather armour adjusts AC by -3 from 10; a dexterity of 17 likewise adjusts AC by -3.  The bonuses from the armour and cloak further adjust AC by an additional -2; altogether, this gives the combatant a final AC of 2.  Meanwhile, a 3rd level fighter has a THAC0 of 18.  We subtract 2 from this THAC0, giving us the number needed to hit on a d20: 16 (adjusted, not natural).
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: '''For example''', Pollux is wearing [[Studded Leather (armour)|studded leather]] +1, with a dexterity of 17 and a cloak of protection +1.  Ordinary studded leather provides an AC adjustment of -3, dexterity of 17 reduces AC by another -3, and the magical bonuses from the armour and cloak contribute an additional -2. This results in a final AC of 2.  Against Pollux, a 3rd-level fighter with a THAC0 of 18 calculates the chance to hit by subtracting the target's AC from their THAC0 (18 -2 = 16).  So they must roll at least a 16 on a d20 to hit Pollux.
  
If the combatant's AC were less than zero, say at -1, then ''subtracting'' -1 would be the same as adding 1 to the THAC0; so that the fighter above would need to roll a 19 on a d20 to hit. If the modified THAC0 is 21 or higher, than the attacker would require at least some modifier to hit or else the defender would be invulnerable in a fight.
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When AC falls below zero, calculations follow the same principle. If a defender's AC is -1, then subtracting -1 is equivalent to adding 1 to the THAC0. Using the same example, the fighter with a THAC0 of 18 would now require a 19 on a d20 to hit. If the modified THAC0 reaches 21 or higher, the attacker would be unable to land a hit without additional attack modifiers, rendering the defender effectively invulnerable in a fight.
  
At first glance, this seems extraordinarily complicated, particularly as one must remember that a +1 bonus to AC is ''subtracted'' from the combatant's armour class, NOT added. Numerous players have protested against this apparent inconsistency, and against the apparent complexity of calculating THAC0. However, once the system is fully understood, and the rules remembered, it becomes extremely easy to remember the relatively few modifiers and simple THAC0 table, so that calculating the number needed to hit can be done in within 2-3 seconds.
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== Complexity ==
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At first glance, the system may seem complicated, particularly as it requires remembering that a +1 bonus to AC is actually subtracted from the combatant's armour class, not added. This reversal of expectation has led to frequent misunderstandings, with numerous players protesting both this apparent inconsistency and the seeming complexity of calculating THAC0. The negative progression of AC can feel counterintuitive at first, as many assume that a higher number should represent greater protection, rather than the opposite.
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However, once the system is properly understood and internalised, its simplicity becomes evident. The numerical changes involved are small, with relatively few modifiers applying in most combat scenarios. The THAC0 table is straightforward, with only slight reductions as levels increase, allowing players to commit their character's THAC0 to memory with ease. Once familiar with their AC and THAC0 values, a player can calculate the number needed to hit in 2-3 seconds, making it one of the fastest resolution mechanics in combat. Despite early resistance from those new to the system, experienced players find that THAC0 offers a direct and efficient method for determining hits, eliminating the need for extensive reference tables or complex calculations in the heat of battle.
  
 
== Special Notes ==
 
== Special Notes ==
Some humanoid creatures able to wear armour have extraordinarily tough hides, so that their "natural" armour class that is, while receiving no adjustments — can be considerably better than 10 (which is standard for [[Human Race & Physiology|humans]] and demi-humans such as [[Dwarf Race & Physiology|dwarves]], [[Elf Race & Physiology|elves]], [[Gnome Race & Physiology|gnomes]], [[Half-elf Race & Physiology|half-elves]], [[Halfling Race & Physiology|halflings]] and [[Half-orc Race & Physiology|half-orcs]]). This is an advantage for [[Goblin|goblins]], [[hobgoblin |hobgoblins]], [[bugbear |bugbears]], [[Orc|orcs]], [[Ogre|ogres]], [[Giant|giants]] and so on, as they will commonly have natural armour classes that range from 7 to 2.  If these humanoids then wear heavy armour, it is not unusual for them to have much improved AC. An army of orcs (natural AC 6) in [[Chain Mail (armour)|chain mail]] and [[Shield (armour)|shield]] would have an adjusted AC of zero!
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Some humanoid creatures that are capable of wearing [[Armour List|armour]] possess extraordinarily tough hides, granting them a natural armour class that is significantly better than the standard AC 10 assigned to [[Human Race & Physiology|humans]] and demi-humans such as [[Dwarf Race & Physiology|dwarves]], [[Elf Race & Physiology|elves]], [[Gnome Race & Physiology|gnomes]], [[Half-elf Race & Physiology|half-elves]], [[Halfling Race & Physiology|halflings]] and [[Half-orc Race & Physiology|half-orcs]]. This natural advantage provides creatures like [[Goblin|goblins]], [[Hobgoblin|hobgoblins]], [[Bugbear|bugbears]], [[Orc|orcs]], [[Ogre|ogres]] and [[Giant|giants]] with inherent protection that often ranges between AC 7 and AC 2, depending on their species.
  
Likewise, a warhorse or a war dog has a natural AC of either 7 or 6, so if put into leather or chain [[Barding (armour)|barding]], the additional benefit of the armour would be subtracted from this number.
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If these humanoids wear heavy armour, their AC improves even further, sometimes dramatically. An army of orcs, for example, which have a natural AC of 6, when equipped with [[Chain Mail (armour)|chain mail]] and a [[Shield (armour)|shield]], would have an adjusted AC of 0 — as difficult to strike as a well-armoured human knight.
  
When fighting humanoids that are larger than 7 ft. tall, gnomes and dwarves receive a +4 bonus to their AC.
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Similarly, warhorses and war dogs, despite being non-humanoid, also possess natural armour, typically AC 7 or AC 6. If fitted with leather or chain [[Barding|barding]], this additional protection would be subtracted from their base AC, making them much more difficult to wound in battle.
  
Monsters will normally have an AC well above 10, depending on their natural armour, thickness of hide and natural fighting abilities, as well as  natural inherent magic in the creature.
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Against large humanoids, those standing over 7 feet tall, '''both gnomes and dwarves receive a +4 bonus to their AC'''. This adjustment accounts for their small size and agility in avoiding blows from much taller opponents, whose weapons and attacks are more easily sidestepped by a compact, well-trained fighter.
  
Armour class can also be adjusted by circumstances, such as responding to chemical attacks (such as [[poison (substance)#Biliosus|poison]]), medical debilitation (such as [[Blindness (condition)|blindness]]), unsteadiness of terrain, speed of movement and so on. These additional effects are due to be fully listed here at another time.
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For [[Monster|monsters]], AC is rarely determined by worn armour but rather by natural defenses, including thickened hide, reinforced scales, [[Magic Resistance|magical resistance]] or natural agility in combat. Many creatures possess inherent protective traits that place their AC well above 10, with some reaching negative values due to impenetrable hides or powerful defensive adaptations.
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In addition to physical protection, armour class can be affected by situational factors. Conditions such as exposure to chemical attacks (like [[Poison (substance)#Biliosus|poison]]), medical ailments (such as [[Blindness (condition)|blindness]]) or instability due to rough terrain can all negatively impact a combatant's AC. Other circumstances, such as rapid movement or attempting to fight while restrained, may further hinder a defender's ability to avoid attacks. These modifiers and adjustments will be fully detailed here at a later time.
  
  
 
See also,<br>
 
See also,<br>
 
[[Armour (spell)]]<br>
 
[[Armour (spell)]]<br>
[[Phantom Armour (spell)]]<br>
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[[Attacking in Combat]]<br>
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[[Phantom Armour (spell)]]
 +
 
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[[Category: Reviewed]]

Revision as of 05:31, 22 February 2025

Armour Class.jpg

Armour Class (AC) is a numerical rating that typically ranges from -10 to 10, indicating the level of protection a combatant possesses against rolls to hit. A 10 AC represents a completely unprotected combatant, lacking any form of armour, useful dexterity or tough natural hide. However, even at this level, the mechanics of combat still provide a 50% chance of avoiding a hit when facing a non-leveled attacker. As layers of protection are added, including physical armour, magical enhancements, dexterity bonuses and enchanted protective gear such as cloaks, rings and bracers of protection, the numerical rating of AC drops, improving the character's defensive capability.

The AC value interacts directly with the attacker's THAC0, a number representing the attack roll needed to hit AC 0. To determine the actual number required on a d20 roll to land a hit, subtract the defender's AC from the attacker's THAC0.

For example, Pollux is wearing studded leather +1, with a dexterity of 17 and a cloak of protection +1. Ordinary studded leather provides an AC adjustment of -3, dexterity of 17 reduces AC by another -3, and the magical bonuses from the armour and cloak contribute an additional -2. This results in a final AC of 2. Against Pollux, a 3rd-level fighter with a THAC0 of 18 calculates the chance to hit by subtracting the target's AC from their THAC0 (18 -2 = 16). So they must roll at least a 16 on a d20 to hit Pollux.

When AC falls below zero, calculations follow the same principle. If a defender's AC is -1, then subtracting -1 is equivalent to adding 1 to the THAC0. Using the same example, the fighter with a THAC0 of 18 would now require a 19 on a d20 to hit. If the modified THAC0 reaches 21 or higher, the attacker would be unable to land a hit without additional attack modifiers, rendering the defender effectively invulnerable in a fight.

Complexity

At first glance, the system may seem complicated, particularly as it requires remembering that a +1 bonus to AC is actually subtracted from the combatant's armour class, not added. This reversal of expectation has led to frequent misunderstandings, with numerous players protesting both this apparent inconsistency and the seeming complexity of calculating THAC0. The negative progression of AC can feel counterintuitive at first, as many assume that a higher number should represent greater protection, rather than the opposite.

However, once the system is properly understood and internalised, its simplicity becomes evident. The numerical changes involved are small, with relatively few modifiers applying in most combat scenarios. The THAC0 table is straightforward, with only slight reductions as levels increase, allowing players to commit their character's THAC0 to memory with ease. Once familiar with their AC and THAC0 values, a player can calculate the number needed to hit in 2-3 seconds, making it one of the fastest resolution mechanics in combat. Despite early resistance from those new to the system, experienced players find that THAC0 offers a direct and efficient method for determining hits, eliminating the need for extensive reference tables or complex calculations in the heat of battle.

Special Notes

Some humanoid creatures that are capable of wearing armour possess extraordinarily tough hides, granting them a natural armour class that is significantly better than the standard AC 10 assigned to humans and demi-humans such as dwarves, elves, gnomes, half-elves, halflings and half-orcs. This natural advantage provides creatures like goblins, hobgoblins, bugbears, orcs, ogres and giants with inherent protection that often ranges between AC 7 and AC 2, depending on their species.

If these humanoids wear heavy armour, their AC improves even further, sometimes dramatically. An army of orcs, for example, which have a natural AC of 6, when equipped with chain mail and a shield, would have an adjusted AC of 0 — as difficult to strike as a well-armoured human knight.

Similarly, warhorses and war dogs, despite being non-humanoid, also possess natural armour, typically AC 7 or AC 6. If fitted with leather or chain barding, this additional protection would be subtracted from their base AC, making them much more difficult to wound in battle.

Against large humanoids, those standing over 7 feet tall, both gnomes and dwarves receive a +4 bonus to their AC. This adjustment accounts for their small size and agility in avoiding blows from much taller opponents, whose weapons and attacks are more easily sidestepped by a compact, well-trained fighter.

For monsters, AC is rarely determined by worn armour but rather by natural defenses, including thickened hide, reinforced scales, magical resistance or natural agility in combat. Many creatures possess inherent protective traits that place their AC well above 10, with some reaching negative values due to impenetrable hides or powerful defensive adaptations.

In addition to physical protection, armour class can be affected by situational factors. Conditions such as exposure to chemical attacks (like poison), medical ailments (such as blindness) or instability due to rough terrain can all negatively impact a combatant's AC. Other circumstances, such as rapid movement or attempting to fight while restrained, may further hinder a defender's ability to avoid attacks. These modifiers and adjustments will be fully detailed here at a later time.


See also,
Armour (spell)
Attacking in Combat
Phantom Armour (spell)