Mad Hamish
First Post
The DM will. Without armor, you could be looking at a party with AC 10 Fighter, AC 10 Cleric, AC 12 Warlock, and AC 10 Invoker. Or also without armor, you might be looking at AC 17 Swordmage, AC 19 avenger, AC 14 Shaman, and AC 18 Wizard. Or some combination of these. Your defenders are still likely to have more hit points and surges than anyone else, so they will still be decent up front, but if the AC 14 Shaman is the highest AC you've got, him and his spirit companion might be taking point for an encounter. And the AC 10 fighter may just not mark for an encounter.
It matters a great deal in terms of allowing a character to contribute.
If a fighter can't take attacks because they all hit (having 8 int and 10 dex) and can't do damage then they aren't contributing in combat and they certainly aren't fulfilling their role.
That's a great way to frustrate players.
It really doesn't matter. DM can lower attack bonus of creatures vs AC, or design the encounter so most things attack non-AC defenses, or a combination of things. Maybe use low damage creatures with no or few status effects. It's just going to be a few such encounters, it's not like we're running a campaign in this fashion.
It really does matter in terms of giving characters a chance to contribute, and remember the idea is that it's the start of a campaign.
So if the first couple of sessions have the fighter and rogue sidelined from effective contributions in combat (no armour that fits the fighter, guards have axes and no daggers for example) then you have people's characters being heavily handicapped at the stage when people are learning about them.
It's possible that cloth wearers will have the feat that gives +2 to AC with only cloth armour so you could easily have a situation where a wizard has 17 AC and a fighter has 10. Which means either the wizard is almost never hit or the fighter is almost an automatic hit.
Life of an adventurer is not meant to be easy and straight forward, everything working within the mechanical boundaries of a game system. Sometimes they'll be underequipped, sometimes they have to worry about innocent people getting in the way, or joining the wrong side with good but misguided intentions. Sometimes they will be overwhelmed, and fail, be forced to retreat or surrender. Without failure, success means very little. Getting out of a sticky situation is half the fun.
Sure, but arbitrarily depowering half the party isn't exactly fun for that half of the party.
If a story element tosses the group in an area where arcane spells can go awry, the arcane casters in the group aren't going to just up and quit. They'll deal with it. If an ongoing enemy ritual is suppressing or diminishing healing powers in an area, the PC's will just have to tough it out until they can disrupt the ritual. If some transformation causes PC's to lose access to their daily powers and racial powers for an encounter, again, they just deal with it.
Hopefully in all these cases people will actually have some information ahead of time to let them know what's coming.
Because otherwise they're all either
a) ways of arbitrarily screwing people over
or
b) pointless because you've watered the opposition down enough that it doesn't make things tough.
and they mostly have the same problem that different classes are affected much more by them than others (lack of healing is a huge problem for everyone) but loss of daily powers is a much bigger issue for a wizard than an archer ranger (for instance)
The rules are not meant to be a straight jacket for the DM. The rules are simply a method of conflict resolution. Sometimes we get so engrossed on system and balance, and encounter levels, and combat rules, and skill challenges, we forget the big picture. We are playing characters in an adventure.
we're playing heroes in adventures. If you take away the ability of a player to contribute meaningfully then you've got a problem.
(Anybody remember the joy of a 3rd ed rogue up against undead?)