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General Tabletop Discussion
*Pathfinder & Starfinder
what do you consider a "good" AC?
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<blockquote data-quote="The Souljourner" data-source="post: 432908" data-attributes="member: 1622"><p>I like the Level + 15 rule. That's fairly accurate, though slightly low for fighter types perhaps. AC 19 is definitely crap at 14th level. Most things you fight at that level are going to have +20 or so to hit, and thus will be able to power attack the crap out of you. </p><p></p><p>As for the guy who's in the low magic campaign - D&D was built on the assumption of a baseline amount of magic in the campaign. Anything seriously deviating from that requires a lot of manipulation on the part of the DM. </p><p></p><p>Assuming the guy was right who said 150k for a 14th level character, you can easily see how that could translate into AC for a fighter - give him a +6 weapon (+4 and holy or whatever), that leaves 78k for armor. Full plate +5 is about 26k, large shield +5 is about 25k. Amulet of natural armor +3 is 18k, and some miscellaneous stuff for about 9k more.</p><p></p><p>That gives our 12 dex fighter 34 AC. Perfectly reasonable equipment choices, and he has a +6 weapon as well. Of course you might want to adjust it down somewhat, since you'd probably end up with a shield +4 or +3 with some other ability, and the same with the armor... but all in all, 30+ is perfectly reasonable if you're running a standard campaign. 19 is definitely WAY WAY too low, unless your DM is specificaly straying from what is standard, in which case he needs to take that into account when he creates adventures for you.</p><p></p><p>-The Souljourner</p></blockquote><p></p>
[QUOTE="The Souljourner, post: 432908, member: 1622"] I like the Level + 15 rule. That's fairly accurate, though slightly low for fighter types perhaps. AC 19 is definitely crap at 14th level. Most things you fight at that level are going to have +20 or so to hit, and thus will be able to power attack the crap out of you. As for the guy who's in the low magic campaign - D&D was built on the assumption of a baseline amount of magic in the campaign. Anything seriously deviating from that requires a lot of manipulation on the part of the DM. Assuming the guy was right who said 150k for a 14th level character, you can easily see how that could translate into AC for a fighter - give him a +6 weapon (+4 and holy or whatever), that leaves 78k for armor. Full plate +5 is about 26k, large shield +5 is about 25k. Amulet of natural armor +3 is 18k, and some miscellaneous stuff for about 9k more. That gives our 12 dex fighter 34 AC. Perfectly reasonable equipment choices, and he has a +6 weapon as well. Of course you might want to adjust it down somewhat, since you'd probably end up with a shield +4 or +3 with some other ability, and the same with the armor... but all in all, 30+ is perfectly reasonable if you're running a standard campaign. 19 is definitely WAY WAY too low, unless your DM is specificaly straying from what is standard, in which case he needs to take that into account when he creates adventures for you. -The Souljourner [/QUOTE]
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what do you consider a "good" AC?
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