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Ill check those out.. Thanks..
Sounds interesting.. as long as the homebrew isnt multiple armour types to wade through..
Thanks :)
DnD is, at it's core, is about mitigating randomness. You focus your stats and abilities to maximize your ability to hit and minimize the enemies ability to hit you. Everything is done with a 20 sided die when you attack, then you add your to hit chance to that die roll against the targets Armor Class number.
If you have 10 to hit and the enemy has 20AC, you need to get a roll of 11 or more to hit.
Yes except meets beats, so you need a 10 or more to hit.
Armor is then split into 5 different sections
Clothes
Typically provide no protection and your armor class ( AC) is 10 + Dexterity
Some classes can't wear armor normally, and there are some armor spells that only work on clothes or when your nude
Light
These like the name mention are lightweight their AC is normally from 11-12 but they let you add your full dexterity to your armor class
11-12 + dexterity
Medium
These have higher AC values but because of their weight typically limit your dexterity bonus and some of them make it harder to stealth
12-15 + dexterity (capped at +2)
Heavy
These armors only have a flat AC and start requiring a minimum strength score to wear. Also all of them typically make stealth harder by making you roll stealth checks at disadvantage (You roll twice and pick the lower number)
AC goes from 14-18
Miscellaneous
This can be anywhere from shields to magic items to spells to Class abilities
Shields always add a +2 to the points above(There are also magical versions of these that can add 1-3 points) but they take up an arm which limits what weapons you can use and in some case what spells you can cast
There are spells that also increase/ decrease your Armor class
and magic items that apply a bonus to your ac as well
There are also some classes that provide you with a special armor class calculation when not wearing armor.
for example the monk has unarmored defense that is 10 + wisdom + dexterity
now what do these numbers even mean well they represent how hard it is to actually hit you.
You roll a dice from 1-20 1 means that no matter what your bonus is or what the other persons AC is you will miss, 20 being the opposite meaning no matter what your AC is you will be hit.
without any modifiers (which you get from your stats, spells, and magic items) an AC of 18 means that someone would have to roll an 18 or higher to hit you which is really hard. Now there are spells that do not care about AC and hit you no matter what but those spells typically have other requirements or downsides to counteract this upside
Wow, thank you so much for taking the time to write and explain all that.. :).. I really appreciate it...
and... Thanks everyone for the great explanations and help.. Appreciated..
I played BG 1 + 2 and NWN years ago, so I have a bit of understanding of d20 combat, although It has been many years and I wasnt sure whether 5E used d20, so the explanations helped..
I remember both BG1 and NWN paper manuals came with a d20 combat ruleset manual in the box.. those were the days.. we got books in boxes with discs.. hehe
Thank you I updated the comment I also added an example for class AC
Oh? My bad.