The idea is to get the whole level range fine. At level 20 you can expect high 50s from anything that cares about hitting you and is not optimized. +70 is for the optimized things.Parthenon wrote:So, I get that you think levels 1-5 are just about fine, and that at level 20 you should be expecting attack bonuses of about +70.
Are you saying that ignoring touch AC, the armoured character's AC should vary from about 16 at first up to 100 at 20th? Or maybe about 80 to stop power attacking but still allow some attacks.
If so, how the hell is it supposed to scale? Like, +3 AC per level? If so, then attack bonus should go up like that or fighting against NPCs will end up stupid. However if you think that's good then its simple: give a defence bonus to all class levels of +3 or +2 per level.
Why not accept that 1-5 is fine, and work out how to make sure that 6-10 is fine before trying to get level 20 to work?
At level 20, the beatstick should be able to manage AC 60s, so he gets missed a decent amount of the time and can actually survive close quarters combat. Currently, he can do 49.
With the cost reduction stuff mentioned here, he could get +8 armor and +8 floating shields... giving him 55, and this wouldn't cost significantly more than he's paying now. That's with the most conservative fix presented.
If it were instead to become half price, and +10 he'd be getting +1 (+9 of special properties) armor and floating shield for 50k each, then Magic Vestment makes them both +10, giving him AC 59. If I were to then reduce the cost of natural armor and deflection items in the same manner, that's +10 natural armor for 100k, and +10 deflection for 100k. Tack on the obligatory bullshit defending spikes and a floating stone and the result is he pays about the same for AC as he otherwise would... but now has an AC of 69, so stuff actually misses sometimes. Further, as long as one of the special properties on the armor and floating shield is Ghost Ward, he's sitting on a touch AC of 49, so those miss sometimes as well. At least now he's paying half his total cash, ever on something that actually helps him.
As for the scaling, well that should be fixed by the half price. Armor and shields (including special properties) become 500 gold * bonus squared. So you're getting a floating shield is 4.5k. Or you're getting a +5 armor is 12.5k. Etc. Being able to get these things sooner, combined with the innate exponential scaling will fix most of it. Natural armor and deflection becomes 1k * bonus squared.
I don't really give a fuck about NPC opponents. Either they aren't worth their CR ANYWAYS, or they don't care about AC (and likely not touch AC either). So rather than try to make them work, I'll just admit they are already hopelessly broken and disregard them. They're fucking Monty Hall anyways, so I don't care.
Oh yeah, and in case I didn't already say it - in such a system, Magic Vestment/Barkskin/Shield of Faith become 1/2 caster levels.
PR: If you optimize, you probably aren't optimizing AC, and if you are it likely doesn't matter. So the only valid point there is if you optimize the monsters, they get to PA more and still auto hit, but being auto hit, itself is a foregone conclusion.
RC: Get this 4.Fail drivel out of my thread.