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The core part of this is that I’m transitioning the current AC calculation from where it is currently, Base AC + Dex Mod (the reason that D&D 5e armor is so static) to Base AC + Proficiency Bonus + Dex/Str Mod.Īdditionally, I added properties to differentiate each armor type from the others while trying to be as accurate to the historical uses as possible. This is something that I still need to test more, and I’m hoping to get a lot of feedback and constructive criticism from the community. Just this simple correction has changed the game so much, and it is clear that there were several archetypes the players wanted to play that the mechanics just didn’t support.Īfter that, I developed the new D&D 5e armor properties. This was wildly successful after running a short story arc where I introduced the idea, every single one of my players took advantage of this new mechanic, and my current arc has all Strength-based characters in the party. The idea is that instead of dodging an attack, you block it and use your Strength to push it away. I started with exploring using Strength as a modifier for AC, restricting that use behind actually wearing armor or using shielding equipment. I’ll explain all of those rules later in the article. I needed to do all this using common mechanics that are easy to use and understand. I somehow needed to keep AC at lower levels similar to what is expected now, make 20th-level AC matter, make armor more interesting to use, and consider different options. To-hit for monsters with CR over 20 are so ridiculously high that even the best-armored player characters were missed only if I rolled a 1 or a 2 on the d20 attack roll, and more came down to hit points and the ability to endure the punishment rather than avoiding the damage altogether through a relevant AC. AC and armor mattered very differently in those scenarios. This stems from my experience designing encounters for 20th-level characters with epic boons, and then suddenly moving back to low-tier play.
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Over the past year, I have refined a set of house rules surrounding D&D 5e armor that has changed the very core of my game and character mechanics. Beginning to Rework the D&D 5e Armor System I want to level the playing field between Dexterity and Strength. I didn’t enforce encumbrance rules (many groups don’t), making Strength even less appealing.ĭoes it have to be that way? Why can’t I make interesting choices with D&D 5e armor and have those choices matter even into 20th-level gameplay? Why is it just so static after character creation? Finally, ranged attacks are better in D&D 5e, and the best ranged weapons use Dex. Since Acrobatics can be used to escape grapples, even escaping a grapple won’t force a character to rely on Strength. Looking at spells and monster abilities will reveal that Dexterity saving throws are far more common than Strength saves. When I asked them why they didn’t value Strength, it was a simple matter of Dexterity being the more important stat.ĭexterity can be used for damage, attack rolls, and AC as Strength can, but Dex can also be used for more ability checks and Initiative rolls. Their classes may have contributed to that, but that’s telling in its own way. When I ended my last 20th-level campaign last year, I noticed every single player character had either dumped Strength or kept it neutral. Many will dip into Fighter to make that happen (also for action surge if you want the two-level dip). Many characters settle for a fourteen in Dexterity and a shield compared to a fifteen in Strength to use the best heavy armor.
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Strength-based weapons are viable if you’re going to be using heavy armor. It is an oft-accepted “fact” that Dexterity is the most important stat in the game. Some of the most important decisions for optimization are made during character creation and affect a character every single session. This feels boring, doesn’t it? Dexterity Is King in D&D 5e Add in a Shield for good measure and your AC will never change again. Studded Leather, Chain Shirt, Breastplate, and Plate are the only armors that are used. There are twelve D&D 5e armors that are listed in the Player’s Handbook, twelve…can you name them all? When was the last time you considered using splint or ring armor after level five? Once you’re into mid-tier play, only three to four of the D&D 5e armors matter.
#Armour class 5e upgrade
After a certain point below level seven, you’ll exhaust all armor upgrade options and don your last set of armor until the DM allows you to acquire or upgrade into magical armor. After that, it is only considered whenever you’re leveling your character or after you bring in that big haul and can afford to upgrade. Giving Player Characters a Stronghold or Base - Interviewed by Shrike DNDĭ&D 5e armor is simultaneously the most important and most boring decision that is made during character creation.
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