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Changing the armor class formula

Rev Haus 235

Well-known member
This is a tough one.

Since my gaming group has passed the 10th level mark, things have gotten far to easy in the eyes of most. The fix in their eyes was to change the way that one's armor class was calculated. I have been trying to use Hero Labs in order to make my character, but this one rule change may just ruin all that if I can't find a way to make this new armor class calculation work. So of course, I come here to the fine folks in this forum.

The following is the basic formula:
Base AC of 5 + Your Base attack Bonus + Armor amount (from the players handbook) + Magical bonus + Dexterity

Can this be done in Hero Labs?
 
The following is the basic formula:
Base AC of 5 + Your Base attack Bonus + Armor amount (from the players handbook) + Magical bonus + Dexterity

Can this be done in Hero Labs?

Yes, I believe this can be done, and I would use an adjustment to do it. First, though, I'd like it if you could clarify a few things. When you say "Magical Bonus" is that anything that comes from a magical item? ie natural armor bonus from amulets, deflection bonus from rings, etc. If so, are you still allowing for the natural armor some monster races get? Also, "Armor amount (from the players handbook) is just the armor bonus from the armor you are wearing?

Basically, what I want to know is, what are the armor bonuses that you don't want to include? If the only thing you are changing is base 10 becomes base 5 + BAB, that should be fairly straight forward, and I'll start taking a look at that.

Update:
Here's a pretty simple script for an adjustment that will effectively change your base AC from 10 to 5+BAB. I say effectively because I'm altering the final AC rather than the Base AC itself. The end result is the same, but if you want to tweak it, feel free:

Post-Attributes 12000
Code:
doneif (field[pIsOn].value = 0)

var newac as number

newac = 5 - hero.child[Attack].field[tAtkBase].value

hero.child[ArmorClass].field[Bonus].value -= newac

Notes: If you are never going to revert the AC, then you can ignore the doneif statement.
 
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I believe that you pretty much nailed it in the first shot. As far as I know the idea is not to exclude any kind of armor from working with it. The idea is mostly in changing the base armor from 10 to 5, and including the BAB as part of it. All the natural armor, even the stuff for monsters is supposed to work just fine from what I can tell.

I have a copy of the full article, but I wasn't sure about posting it on here since I'm not 100% sure that I could properly site the originating source for the article. I think one of my friends found it on a forum somewhere else on the internet.
 
EDIT: Ok, I figured out that I can make a custom adjustment with the tools which does allow me to make this script happen. I got it, sorry. Thanks again for your help.

Ok, so I'm totally missing where I need to plug this in at. I don't see any place on the character portfolio for adding scripts like this.
 
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EDIT: Ok, I figured out that I can make a custom adjustment with the tools which does allow me to make this script happen. I got it, sorry. Thanks again for your help.

Ok, so I'm totally missing where I need to plug this in at. I don't see any place on the character portfolio for adding scripts like this.

This script is for an adjustment. So, you go into the editor, and in the adjustment tab, do New (Blank). You can call it whatever you want, but you put the above script into the Eval Script. I also recommend checking "No Incrementer?" since you won't be using one. Hit Test Now, then in the portfolio go to the adjust tab, and add it as a Permanent Adjustment.
 
Right. I didn't get it at first, but then I figured it out and edited my reply. the clarification is great for others who would try something similar though.

Thanks again. You guys from lone Wolf Development that help out on these forums answering questions and figuring things out are a true help and are greatly appreciated.
 
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