Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*Dungeons & Dragons
Barkskin clarification
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="dmnqwk" data-source="post: 6838796" data-attributes="member: 6804204"><p>In 5th edition, Armour is no longer a single, stackable, number but instead utilises a couple of methods:</p><p></p><p>Standard Armour Class calculation is 10 + dexterity modifier, everyone has access to this calculation at all times.</p><p>Wearing Armour offers a second calculation, such as Leather offering you 11 + dexterity modifier.</p><p>Mage Armour, the spell, offers a further calculation of 13 + dexterity modifier.</p><p>Barbarian offers you 10 + dexterity modifier + constitution modifier</p><p>Barkskin offers you 16 only (no modifications allowed).</p><p>Natural Armour offers you a precise number (no modifications allowed).</p><p></p><p>While it may seem Barkskin is a new kettle of fish, in 5th edition there are precisely 2 ways of calculating Armour Class:</p><p>1) X + modifiers, wherein X represents a base number (such as 10 for the standard formula or 13 for a Mage Armour spell) and X represents additional bonuses (such as dexterity modifier or wisdom modifier)</p><p>2) Set Armour to X, where X is a specific number which is not altered by other factors (like Barkskin)</p><p></p><p>Each monster or player can have multiple armour calculations, unlike previous editions wherein you would have a single calculation that may have additional modifiers such as +2 AC versus piercing weapons, but ultimately each calculation is made... and then you pick the one you wish to use:</p><p></p><p>If a Druid with a Dex of 20 has mage armour cast on her, then casts Barkskin on herself before shifting into a Brown bear... she will have the following armour calculations available:</p><p>Universal calculation of 10 + dex mod (so 10 in the bear's case)</p><p>Bear's Natural Armour Class of 11</p><p>Mage Armour of 13 + dex (so 13 for the bear)</p><p>Barkskin 16</p><p></p><p>As far as I know, the druid may freely choose which armour class is used (unless somewhere the rules say you must use the highest, in which case she is forced to use the 16) but has 4 differing calculations to take advantage of. When she shapeshifts back into druid form, her options are now:</p><p>Universal 15 (base 10 + 20 dex offering an additional 5)</p><p>Mage Armour 18 (13 + dex mod of 5)</p><p>Barkskin 16</p><p></p><p>This means in normal form her AC becomes 18, if she chooses. </p><p></p><p>Having multiple Armour Class options available isn't too common, especially when you ignore the Universal option (since 90% of the time you'll be wearing armour or have some kind of spell/ability to buff your AC instead) but it still exists.</p></blockquote><p></p>
[QUOTE="dmnqwk, post: 6838796, member: 6804204"] In 5th edition, Armour is no longer a single, stackable, number but instead utilises a couple of methods: Standard Armour Class calculation is 10 + dexterity modifier, everyone has access to this calculation at all times. Wearing Armour offers a second calculation, such as Leather offering you 11 + dexterity modifier. Mage Armour, the spell, offers a further calculation of 13 + dexterity modifier. Barbarian offers you 10 + dexterity modifier + constitution modifier Barkskin offers you 16 only (no modifications allowed). Natural Armour offers you a precise number (no modifications allowed). While it may seem Barkskin is a new kettle of fish, in 5th edition there are precisely 2 ways of calculating Armour Class: 1) X + modifiers, wherein X represents a base number (such as 10 for the standard formula or 13 for a Mage Armour spell) and X represents additional bonuses (such as dexterity modifier or wisdom modifier) 2) Set Armour to X, where X is a specific number which is not altered by other factors (like Barkskin) Each monster or player can have multiple armour calculations, unlike previous editions wherein you would have a single calculation that may have additional modifiers such as +2 AC versus piercing weapons, but ultimately each calculation is made... and then you pick the one you wish to use: If a Druid with a Dex of 20 has mage armour cast on her, then casts Barkskin on herself before shifting into a Brown bear... she will have the following armour calculations available: Universal calculation of 10 + dex mod (so 10 in the bear's case) Bear's Natural Armour Class of 11 Mage Armour of 13 + dex (so 13 for the bear) Barkskin 16 As far as I know, the druid may freely choose which armour class is used (unless somewhere the rules say you must use the highest, in which case she is forced to use the 16) but has 4 differing calculations to take advantage of. When she shapeshifts back into druid form, her options are now: Universal 15 (base 10 + 20 dex offering an additional 5) Mage Armour 18 (13 + dex mod of 5) Barkskin 16 This means in normal form her AC becomes 18, if she chooses. Having multiple Armour Class options available isn't too common, especially when you ignore the Universal option (since 90% of the time you'll be wearing armour or have some kind of spell/ability to buff your AC instead) but it still exists. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Barkskin clarification
Top