CleverNickName
Limit Break Dancing (He/They)
In another thread in the D&D Rules forum, I proposed a question...what is the absolute highest armor class a non-epic character can have according to the System Reference Document. The official answer was "a billion," thanks to a couple of bugs in the rules system.
So in the name of fairness, I will be implementing the following house rules that will fix the AC rules...allowing my players to focus more on playing, and less on finding "OMG 133t AC RULZ LOL!!!111" loopholes. Feedback is appreciated, especially on how I am categorizing the bonus types (should the first be deflection or should it be something else, etc.)
And if you know of an AC bug that I haven't found, please let me know so we can squash it.
Bug 1: Defending Weapon Stack
The Problem: under the SRD rules, a defending weapon can transfer all or some of its enhancement bonus to its wielder's AC, "as a special bonus that stacks with all others." This is all fine and good for a single weapon...but it doesn't take a munchkin long to figure out that he can also enchant a pair of spiked gauntlets, his armor spikes, his shield spikes, his double weapon, etc., racking up a rediculious +30 (or more) to his armor class.
The Solution: a defending weapon can transfer all or some of its enhancement bonus to its wielder's Armor Class, as a deflection bonus. (Note that deflection bonuses do not stack.)
Bug 2: Infinite Aid Another
The Problem: under the SRD rules, your allies can use the Aid Another option to give you a +2 bonus to your armor class, attack rolls, and skills. This is fine and good if you are being assisted by one or two allies, but it gets out of hand quickly when the number of allies increases. One of the most extreme examples was a necromancer who commands a handful of shadows (each of which commands shadows of their own, and so forth). In theory, these incorporeal creatures could occupy the same space and use the Aid Another option to grant a +2 bonus each to the necromancer's armor class, attack rolls, and skill checks, forever.
Extreme and farfetched? Yes.
Possible? Sadly, yes.
The Solution: the Aid Another option grants a +2 competence bonus. (Note that competence bonuses are not stackable.)
So in the name of fairness, I will be implementing the following house rules that will fix the AC rules...allowing my players to focus more on playing, and less on finding "OMG 133t AC RULZ LOL!!!111" loopholes. Feedback is appreciated, especially on how I am categorizing the bonus types (should the first be deflection or should it be something else, etc.)
And if you know of an AC bug that I haven't found, please let me know so we can squash it.
Bug 1: Defending Weapon Stack
The Problem: under the SRD rules, a defending weapon can transfer all or some of its enhancement bonus to its wielder's AC, "as a special bonus that stacks with all others." This is all fine and good for a single weapon...but it doesn't take a munchkin long to figure out that he can also enchant a pair of spiked gauntlets, his armor spikes, his shield spikes, his double weapon, etc., racking up a rediculious +30 (or more) to his armor class.
The Solution: a defending weapon can transfer all or some of its enhancement bonus to its wielder's Armor Class, as a deflection bonus. (Note that deflection bonuses do not stack.)
Bug 2: Infinite Aid Another
The Problem: under the SRD rules, your allies can use the Aid Another option to give you a +2 bonus to your armor class, attack rolls, and skills. This is fine and good if you are being assisted by one or two allies, but it gets out of hand quickly when the number of allies increases. One of the most extreme examples was a necromancer who commands a handful of shadows (each of which commands shadows of their own, and so forth). In theory, these incorporeal creatures could occupy the same space and use the Aid Another option to grant a +2 bonus each to the necromancer's armor class, attack rolls, and skill checks, forever.
Extreme and farfetched? Yes.
Possible? Sadly, yes.
The Solution: the Aid Another option grants a +2 competence bonus. (Note that competence bonuses are not stackable.)
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