Lizard said:
My understanding was that AC=Reflex+Armor.
I'm not sure that's the case. I know it
appears to be the case, because Reflex and AC are based on the same stat, and the 1/2 level bonus applies to both, so (particularly at low levels) typically the armor is the only difference between the two.
EDIT: Thinking about this further, it actually makes
no sense for AC to be Reflex + Armor. If that were the case, the neck slot would add to AC and you'd never need magic armor for that (or else you'd get a double-boost to AC from magic armor and neck slot).
Lizard said:
Boy, it would be nice if the sources of armor values were broken out in the description, so that it's easy to see what provides what and calculate the difference if something changes -- i.e, if a shield is sundered or removed -- without having to have memorized the values for shields, armor, etc. Something like "AC 20 +16 Reflex +4 Armor" or "Reflex 18 +4 Level +2 Dex +2 Shield" or the like. Perhaps by the time fifth edition rolls around, this kind of cutting-edge design will be used.
The only things you might break would be armor and shields, and those
can be back calculated if you need them. Penalties to Dex and the like can be handled indirectly, likewise something that reduces natural armor bonuses or whatever.
Alternatively, you could just remove all the abilities that literally say they sunder someone's shield, and replace them with powers that inflict a -2 penalty to AC and, when said power is used against a foe with a non-magical shield, fluff it up as breaking the shield, and in other cases you're doing something else suitably distracting to the target.
Not sure why people are excited about cluttering up the stat block with things it really doesn't need.