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<blockquote data-quote="Victim" data-source="post: 177624" data-attributes="member: 78"><p>Against relatively weak opponents, a bonus to AC isn't going to mean a whole lot. Let's look at a character of mine in a campaign that just ended. He's essentially a 12th level cleric. His AC almost immediately after waking is going to around 14 as he grabs his shield (+1 with daylight ability) and slaps his wrists into <em>bracers of natural armor</em>. His walking around AC is going to be about 25 since his plate armor will be on. It might be higher if he uses an extended Magic Vestment on the shield, but our group was big enough that I didn't have the spells. His AC fully buffed "We're teleporting into a combat zone!" is going to 35 from haste and shield of faith. He can produce all these effects from his own gear and items.</p><p></p><p>A guard (war 1) with masterwork bolts, a masterwork X-bow, weapon focus, and a 14 DEX has a +6 attack bonus. This guy is pretty well trained and well equiped for a normal person.</p><p></p><p>At what point does my cleric care about any additional AC when fighting guards? It doesn't matter unless he's wiping the dang sleep out of his eyes. A natural 20 needed to hit is still a natural 20 needed to hit after an +100 super-ninja bonus to AC is added. Because there's always 5% chance of success or failure, against any given target number, the value of bonuses will eventually drop to nothing. </p><p></p><p>That high level fighter with good gear will get hit at almost the same rate and will absorb far fewer hits. The only way he'd see any kind of parity after your changes would be: A) His companions are too dumb to cast spells on him and the rogue steals all the gold so he can't get better equipment; or B) He's some kind of pevert who fights naked.</p></blockquote><p></p>
[QUOTE="Victim, post: 177624, member: 78"] Against relatively weak opponents, a bonus to AC isn't going to mean a whole lot. Let's look at a character of mine in a campaign that just ended. He's essentially a 12th level cleric. His AC almost immediately after waking is going to around 14 as he grabs his shield (+1 with daylight ability) and slaps his wrists into [i]bracers of natural armor[/i]. His walking around AC is going to be about 25 since his plate armor will be on. It might be higher if he uses an extended Magic Vestment on the shield, but our group was big enough that I didn't have the spells. His AC fully buffed "We're teleporting into a combat zone!" is going to 35 from haste and shield of faith. He can produce all these effects from his own gear and items. A guard (war 1) with masterwork bolts, a masterwork X-bow, weapon focus, and a 14 DEX has a +6 attack bonus. This guy is pretty well trained and well equiped for a normal person. At what point does my cleric care about any additional AC when fighting guards? It doesn't matter unless he's wiping the dang sleep out of his eyes. A natural 20 needed to hit is still a natural 20 needed to hit after an +100 super-ninja bonus to AC is added. Because there's always 5% chance of success or failure, against any given target number, the value of bonuses will eventually drop to nothing. That high level fighter with good gear will get hit at almost the same rate and will absorb far fewer hits. The only way he'd see any kind of parity after your changes would be: A) His companions are too dumb to cast spells on him and the rogue steals all the gold so he can't get better equipment; or B) He's some kind of pevert who fights naked. [/QUOTE]
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