No, armour doesn't act like fictional power fields.
Of course not, it acts like armour. It makes you harder to hit, because they have to get past the armour.
No, armour doesn't act like fictional power fields.
They should also get past the clothes to hit/touch you if that is your point and clothes don't get AC bonus.Of course not, it acts like armour. It makes you harder to hit, because they have to get past the armour.
They should also get past the clothes to hit/touch you if that is your point and clothes don't get AC bonus.
We are talking about how to explain or narrate what happens with armor. The armor reduces damage in the real world and in the game it makes you difficult to hit, the effect is less damage in both cases but how you get there is different. In this game a standing person not moving has more chances to avoid a hit from a titan with a two handed sword using a leather armor, or the armor has the same chances to avoid all damage of a fork or a titan 's two handed sword. For me this makes as much sense at the time of narrating the effect as the barkskin spell, that's all, for others it seems armor acting like force fields is part of their reality, but in that case, not sure why clothes don't act the same way.That is simply the scale of how AC works. I like to think that clothes provide ".2 AC", but it gets rounded down. Aka it provides some protection, but in the scale of what we are dealing with, not enough to matter.
It's dirt simple.
Mr. Crawford's sage advice on the barkskin spell is one of the clearest indications, to me, of the stark raving madness of trying to foist your DM's responsibility for making rulings off on a distant, removed arbiter. Jeremy's primary objective is not to make sure that things work at your table in a way that makes sense and promotes your fun game session. That may be a secondary objective, but the primary objective is to preserve, to the greatest degree possible, the consistency and internal logic of his rules system.
If there are two ways to read a rule, one of which works really well for everyone involved and the other preserves the integration of the rules by abiding by them in a stupid way that renders, for example, a spell completely useless, Jeremy Crawford will choose--must choose, really--the second interpretation. The goal is always to keep errata down to the barest minimum possible.
I don't begrudge him that. Keeping the 5e rules rationally integrated and consistent is his job, and he's pretty good at it.
This is where we’re disagreeing. I’m saying that when you attack a creature, you roll against a number that represents how difficult it is to hit that creature in a vulnerable spot. By default, this number is 10+Dex, representing the creatire’s ability to dodge your attacks. Armor and some abilities change this calculation, usually representing the decreased surface area of the creature that is vulnerable to attack, and potentially the increased difficulty of dodging attacks while armored. Shields and cover increase this number, representing an obstacle preventing the attacker’s blows from reaching the target.