glass said:But were I actually playing D&D, I'd have got it correct. The only reason I didn't was
- I didn't read the scenario in your post properly. Obviously not an issue in real life.
- I couldn't remember what a couple of the abilities mentioned did. I have been playing Shadowrun rather than D&D for the last few months, and I don't have my books with me.
Fair enough, if you say you'd have gotten it correct in an actual game I'm not willing to belabor the point. However, if you'll go back to approximately page 3 of the thread, you'll see that at least 3 people (all of whom are or were ENworld regulars at the time and I'm assuming were at least competently rules savvy in regards to 3e) answered the question as well and also gave incorrect answers. So while it's certainly possible to get it right (I was never arguing that it wasn't) it's apparently not as easily done as some comments in this discussions would make out.
It's not that the math is hard, it's that the rules are full of exceptions, special cases and conditional modifiers that require an intricate understanding of every rule in order to apply consistently and correctly. While some people may enjoy that level of dedication to rules familiarity in order to run a game, I didn't. And now that I'm playing a game with a much simpler set of rules (which doesn't give up anything in terms of options or flexibility) I don't have to worry about it.
If this were my character, I would no what his abilities did, and would have precalculated his base ACs, so would have just had to apply the Dodge & Mobility bonuses where the applied.
Even with pre-calculation, the DM still has to deal with the modifiers for invisibility, the differences in the application of force armor, regular armor and natural armor bonuses and a few other issues in that scenario (which is, by the way, a real encounter from a real game I played in - but not one that I was running). Are you seriously telling me you'd have all of those parameters pre-calculated? This isn't a simple application of the three AC types (normal, touch and flat-footed) it's a case where a bunch of the exceptions and special rules related to AC come into play. For each of the three main AC types, you're having to make modifications to what is counted based on the special circumstances the rogue finds himself in.