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I Am Mechanical Man!!

9th Jul 2015, 8:40 AM

I Am Mechanical Man!!
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kidra on 9th Jul 2015, 8:20 AM

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AC is something that I never really focused on raising high. I've tended to focus on people that dish out enough damage that it doesn't matter if they get hit a few times. But I've been wanting to do a complete tank for a while, someone who is just near impossible to hit.

While not related to AC, I have created a character who does ride-by attacks on his cheetah. With a 100 foot move speed per round, who's going to be able to catch him?

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Sir William

Sir William on 9th Jul 2015, 10:14 AM

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Quicklings, and dragons are two things that spring immediately to mind
There are also teleporters and people with a long range weapon, or with a long reach

As to the high AC, my build I use that is intended to directly emulate iron man has him with an AC of 37 with DR 11/magic and 2/- and some aborted energy resistance at level 11,
He also has a fly speed of 100 and a construct bodyguard in a stealth suit

Mistress of Magma

Vinom on 9th Jul 2015, 4:42 PM

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Jarimor on 10th Jul 2015, 4:14 AM

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I once was in a party with a dwarven stonelord with an ac of 42. and he had great cleave and all that line. he ended up being a Dwarven Pinball of Death (tm pending). My ac 39 summoner was up there, had almost as much health too.

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Zilfallion on 11th Jul 2015, 9:34 AM

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I never maximize my Armor Class. I rarely neglect it though. Some characters I never really invest enough so they only end up in the twenties. Others I take care to make sure they're decent, and we see some low to high thirties depending on level. I think I've got a lvl 14 right now. Just leveled up. With a 35 AC. High Dex character, managed to acquire several AC boosting items. For some reason the party tank because of the fact i have decent AC, and a few defensive options. And the rest of the party didn't care to do much to their AC so they only have like 25s. Which at high levels is almost worthless.

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Disloyal Subject on 13th Jul 2015, 1:22 AM

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In the Warhammer 40K RPGs, a good Agility score, training in the Dodge skill, and a little luck or caution can keep you from taking any damage more than a handful of times in a whole campaign. Eventually I'll play a character without this gimmick, but it's just so funny to have an 8ft tall slab of muscle and powered armour casually weave between bullets before executing his enemies at point blank with enough rapid-fired shots to reduce them to the consistency of marmalade. Especially when they're even better kitted than my character for dodging, but are denied their ability to react by Imperial teamwork.

I did build a Fighter once in 3.5 whose entire build was designed to get his AC into the mid-30s and then make any adjacent allies just as untouchable, but never played him. The party would've been just asking to be webbed, fireballed, and generally hit by every AoE in the book anyway.

Mysterious Frog on 13th Jul 2015, 5:04 AM

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I generally don't put much effort into AC. it is useful at low levels, but by the time you get to around level 10 it becomes too difficult to keep high enough to be useful against anything other than other class level fighters. monsters get ridiculous natural armour, but players usually won't be able to have more than about 30 under good circumstances, which when enemies are already swinging at +22 means you are still usually getting hit. You are better off getting damage prevention or reduction abilities. The fact is, no matter how much you focus on AC, it is a ticking clock that the enemies will definitely overtake you at some point and then your tank build becomes useless. Best Defence is a good offense, DPS or removing their ability to attack altogether is much better than trying to outmatch them.

AC, huh?

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Otaku on 13th Jul 2015, 8:15 AM

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Heh, for me AC is still a foreign concept. I mean, I had a simple, working understanding of it while I was playing D&D 3e, which was mostly just one ongoing campaign where I had sporadic attendance (real life takes precedence) give or take the odd opportunity to play elsewhere.

I mean, there are mechanics from other games I played about as much but for some reason "Armor Class" remains fuzzy. I'm used to having an actual defensive stat I roll against to avoid harm or simply an amount of damage resistance to soak it.
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