![]() Making Armour Class into the target number was one of the things the 3E designers got absolutely right. In those days, instead of providing a target number, they provided a chart reference you’d cross-reference the Armour Class with the level or Hit Dice of the attacker to see what the target number was. This is, in many ways, similar to the original Dungeons & Dragons design, where monster Armour Classes were all in a very limited range: basically from 2 to 9. Almost nothing in the Monster Manual exceeds 20. The Hoard of the Dragon Queen Online Supplement has two monsters with an Armour Class of 20 – a helmed horror and a roper. In the Basic Rules, the best Armour Class is 19, held by an adult dragon. When a monster or character goes outside those ranges, you generally can assume there are magical items or spells involved, or the monster is special in some way. ![]() Within the game, this translates to most Armour Classes being in the range of 10 to 20. A major factor in the new edition’s design is Bounded Accuracy, which means that target numbers can’t change too much. When an attack is made, the attacker rolls a 1d20 and adds their attack bonus if the result equals or exceeds the target’s Armour Class, the target is hit.Īlthough its function in the game hasn’t changed, it doesn’t just keep going up and up and up like in 3E and 4E. It’s function hasn’t changed: the better (higher) your Armour Class, the harder you are to hit. One of the bigger changes to the game in the new edition of Dungeons & Dragons concerns Armour Class. ![]()
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