Anyone know how armour class works? So do they have to roll 20 given all their modifiers to hit me now?
What's a good AC to have given that they probably get at least +5 to hit?
Anyone know how armour class works? So do they have to roll 20 given all their modifiers to hit me now?
What's a good AC to have given that they probably get at least +5 to hit?
troony game
They roll D20 (two D20 with advantage), add modifiers and if it's >= your armor class - it's a hit.
1 on D20 - automatic success
20 on D20 - critical hit
>What's a good AC to have given that they probably get at least +5 to hit?
As big as you can get. You'll have to balance it with your offensive stats (1h+shield vs 2h, defensive fighting style vs some offensive one, etc)
1 - automatic failure. duh
So without any modifiers (for the sake of the argument), you'd need to roll 20 to land a hit on someone with 20 AC?
Yes, but a 20 will hit anything. Even someone with 500 ac.
Right.
Isnt a 20 always a hit (and guaranteed crit)?
doesnt this make heavy armor busted as frick?
most cant wear heavy armor iirc
In BG3, maybe. The level cap is 12. In the tabletop, you can run into many creatures at higher level that, through modifiers, shouldn't have that hard a time hitting. That said, it's not that hard to stack even more AC if you know what you're doing.
But then the DM can just put more casters in the game and make you save for half damage.
Ok. To crit you have to roll a 20? Or is there a specific amount of gap between ac and roll where it becomes a crit.
Crit is a property of a natural attack roll. It doesn't depend on the enemy stats (unless they're immune to crits, like undead). Some weapons, however, have increased critical range. Or at least that's how it used to be back in 3.5E.
frick is a natural attack
I mean just your 1d20 dice roll with no bonuses. If you roll 15 and add +5 attack, it won't be a crit.
ok.
looks like waste mechanic then if its only a 5% chance to crit
Normally weapons have like 19-20 crit range. And certain weapons even go up to 18-20, like Rapier and Daggers do in Elden Ring. Same kind of game logic applies here. (Except, I think, there's some extra roll happens after you roll in a crit range, determining if it'll actually inflict critical damage) Natural 20 rolls are critical success in a lot of situations, and critical attacks aren't limited to just 20 rolls. At least that's how it used to be anyway.
Generally only natural (the number rolled on the die, not including the attack bonus) 20s are crits, but Fighters can get an ability that makes both 19s and 20s crits.
Good AC depends on your class and level. Generally you should wear the highest AC armor type your class is proficient in, unless your class has unarmored defense (barbarian and monk) where sometimes no armor will give you better AC, depending on your stats. You can wear a shield too if you're proficient for a little more AC, but this will lower your damage potential if you're a melee martial class (versatile weapons deal less damage when used 1 handed)
AC is like DC. The higher the number, the harder it is to pass a test related to it. Since attacks always crit when you roll a 20, you'll always have at least a 5% chance to hit, assuming no disadvantage.
You want a higher AC so that the chance to be hit remains low for things that have higher attack modifiers.
Yeah. Stack illusion stuff like mirror image, blur if it exists in this game etc to make it even harder to hit you.
just make your ac as big as possible that's all there is to it
wotr specifically fricks ac stacking morons lol
late game damage is all touch based which bypasses ac
Holy shit. How did you get that?
mirror image (not real ac) and 21 ac heavy armor
Is there an equivalent to regill from wotr isn this game
ARMOUR DOESNT MATTER IF YOU HAVE "KARMATIC DICE" TURNEDO N IN THE FRICKING SETTINGS!!!!!!!
IT MAKES IT SO THE GAME DOESNT HAVE ANY MEANINGFUL ARMOUR VALUES AND YOU JUST GET TO HIT SHIT FREELY
IF YOU CARE ABOUT ARMOUR TURN IT OFF!!!!!!!!!!!!!
I thought karma dice only applies to rerolls like inspiration points or luck points.
it applies to armour so you dont have to think when playing the game
>he doesn't have 95% chance to hit plus advantage
only one enemy in the game was hard to hit for me and that's because he gets perma mirror image
Wait, what??
They made an easy mode for fricking dice rolls???
Anon, the game is made for turbo casuals who browse r/DnD.
>Anyone know how armour class works?
Which game are you talking about?
For old-school TSR D&D, your AC starts at 10. Better armor drops your AC, so a 0 AC is better and -10 AC is the best. You'll find this in the really old D&D games up to Baldur's Gate and Icewind Dale, along with some others like Wizardry. The reasoning for this is to make rolling dice easier to work out for a physical person running the game. (dice roll + AC > THAC0, that old thing)
In the newer WotC D&D, your AC starts at 10 and increases with more armor worn. So you'll see 18 AC for some full plate and can go up to 25 AC for really good armor, or even higher. It's the standard for newer D&D systems, but how high it can reasonably go depends on the system.
>What's a good AC to have given that they probably get at least +5 to hit?
Mechanically, they system rolls a d20 (random number between 1-20) and then adds the bonus. So a +5 to hit is going to generate between 6 and 20. A good AC target is going to be around 15 points above the to-hit number, meaning AC 20. This means that only one-quarter of their attacks are going to land, and they miss 3/4 of the time.
You can go higher, but the point of armor is mostly reducing how much damage you take (through enemies missing) rather than completely blocking attacks. Investing too heavily in armor and AC means you have less to invest in something else, like ways to kill an enemy so it doesn't attack you anyway. In addition to that, you'll find that enemy to-hit increases faster than there are ways to increase your AC, plus there are ways to damage you outside AC. (Area spells ignore armor.)
>your AC is 20
>enemy has to roll at LEAST 21 on a die to hit you
>however, enemy has +5 to attack rolls
>which makes it so that enemy has to roll at LEAST 16 to hit you
Slightly wrong. The result can equal your AC and still hit. A roll of 16 hits an AC of 16, for example.
The gist is that each point makes you 5% harder to hit, which might not sound like much, but just trust that it is a very big deal.
That's really all the understanding you need to play a videogame version of these games that does the math for you.