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<blockquote data-quote="GX.Sigma" data-source="post: 5959859" data-attributes="member: 6690511"><p>I wonder if the +3 cap is too high for armor. Using the current playtest armor rules:</p><p></p><p>A Fighter wearing +3 Adamantine armor and a +3 heavy shield is going to have AC 26. If there are rings of protection, probably more.</p><p></p><p>Attack bonuses (when not assisted by magic) are ability modifiers plus a 'proficiency' bonus of 1 or 2. That's +6, assuming an 18 in the attack stat. Ergo, a non-supernatural combatant can hit our heavily armored friend only on a natural 20. That sounds just about right.</p><p></p><p>But if the attacker is similarly maxed out, he would have a 20 in his attack stat, and a +3 weapon. That works out to +10, meaning he can hit AC 26 on a 16 or higher (25% chance to hit). In other words, the best possible armor is better than the best possible weapon.</p></blockquote><p></p>
[QUOTE="GX.Sigma, post: 5959859, member: 6690511"] I wonder if the +3 cap is too high for armor. Using the current playtest armor rules: A Fighter wearing +3 Adamantine armor and a +3 heavy shield is going to have AC 26. If there are rings of protection, probably more. Attack bonuses (when not assisted by magic) are ability modifiers plus a 'proficiency' bonus of 1 or 2. That's +6, assuming an 18 in the attack stat. Ergo, a non-supernatural combatant can hit our heavily armored friend only on a natural 20. That sounds just about right. But if the attacker is similarly maxed out, he would have a 20 in his attack stat, and a +3 weapon. That works out to +10, meaning he can hit AC 26 on a 16 or higher (25% chance to hit). In other words, the best possible armor is better than the best possible weapon. [/QUOTE]
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