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General Tabletop Discussion
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What armor can druids wear? Is there a way to get a decent AC?
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<blockquote data-quote="Kobold Stew" data-source="post: 6385487" data-attributes="member: 23484"><p>This is a good statement of your position (and Defcon's, as I understand it). It does make better sense of the spell, but it does not match the definition of armour class in the PHB -- p. 14 -- where the armour class is your base (10 or what armour gives you) + your shield + your dex. (and we know that, with specific trumping general, it will include con/wis bonuses from barb/monk, draconic sorcerer protection, etc.)</p><p></p><p>It is the sum of these things that are your armour class, because (p. 7) the armour class is defined as the target number. </p><p></p><p>Two things follow from this:</p><p></p><p>1. The rule makes good mechanical sense, but cannot be easily explained by in-world physics especially if you literalize "barkskin" and your skin gets a bit thicker when you drop your shield). We can find similar holes throughout the game (hit points and healing, anyone?), and as a result I do not see this as fatal.</p><p></p><p>2. While my reading includes all abilities, magic rings, and armour including shields, I do think a reasonable case can be made for "DM's call" in two cases:</p><p>a. parrying (and similar maneuvers, that expend a resource), I'd probably allow to add to the AC at 16;</p><p>b. cover too. Cover is external to the character and is something that certain abilities negate (e.g. sharpshooter feat). </p><p></p><p>Both of these are situational bonuses to your AC, that opponents have an opportunity to bypass. </p><p></p><p>But in the end it remains unclear, and we each feel our own reading is the most natural one.</p></blockquote><p></p>
[QUOTE="Kobold Stew, post: 6385487, member: 23484"] This is a good statement of your position (and Defcon's, as I understand it). It does make better sense of the spell, but it does not match the definition of armour class in the PHB -- p. 14 -- where the armour class is your base (10 or what armour gives you) + your shield + your dex. (and we know that, with specific trumping general, it will include con/wis bonuses from barb/monk, draconic sorcerer protection, etc.) It is the sum of these things that are your armour class, because (p. 7) the armour class is defined as the target number. Two things follow from this: 1. The rule makes good mechanical sense, but cannot be easily explained by in-world physics especially if you literalize "barkskin" and your skin gets a bit thicker when you drop your shield). We can find similar holes throughout the game (hit points and healing, anyone?), and as a result I do not see this as fatal. 2. While my reading includes all abilities, magic rings, and armour including shields, I do think a reasonable case can be made for "DM's call" in two cases: a. parrying (and similar maneuvers, that expend a resource), I'd probably allow to add to the AC at 16; b. cover too. Cover is external to the character and is something that certain abilities negate (e.g. sharpshooter feat). Both of these are situational bonuses to your AC, that opponents have an opportunity to bypass. But in the end it remains unclear, and we each feel our own reading is the most natural one. [/QUOTE]
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What armor can druids wear? Is there a way to get a decent AC?
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