If you think AC is what stops you being a glass cannon in D&D, I feel like you haven't played it enough!
I've seen Mages with bonkers ACs since early 2E (stacking various magic items, it's quite possible to get an AC into 2H Fighter territory or even beyond).
They were still "glass cannons". Why? HP. If you have an AC of 28, but only 36HP, say, you are still awfully likely to get downed in 1-3 hits, and not everything that does HP damage rolls to hit...
Likewise in 5E - you can get a good AC, but a couple of high-damage hits (which may ignore AC and go off saves!), and yer out!
The problem with spell failure percentages were they gave the illusion of an option, but, in the end, they were the same as saying wizards can't use armor that isn't highly specialized.
I only rarely saw any casters with even a 5% spell failure chance. A few points of armor are almost never worth the slightest possibility of losing a fireball or haste.
Thaumaturge.
Sez YOUSE!
I've done it a few times. Had fun.
Plus, 3.X has a variety of ways to circumvent ASF, either by reducing the penalty or by avoiding it altogether.
Plus, 3.X has a variety of ways to circumvent ASF, either by reducing the penalty or by avoiding it altogether.
Oh, you're one of those.![]()
Eh, in the interest of simplicity, I would have dropped proficiency, and just put a STR requirement on armor.
11 Str = wear light armor without being hindered.
13 Str = wear medium armor without being hindered.
15 Str = wear heavy armor without being hindered.
Hindered = Disadvantage on Str and Dex checks, movement rate halved, 50% chance that you cast a spell incorrectly.
Eh, in the interest of simplicity, I would have dropped proficiency, and just put a STR requirement on armor.
11 Str = wear light armor without being hindered.
13 Str = wear medium armor without being hindered.
15 Str = wear heavy armor without being hindered.
Hindered = Disadvantage on Str and Dex checks, movement rate halved, 50% chance that you cast a spell incorrectly.