I am running the Starter Set Adventure (Lost Mine of Phelvander), and the majority of enemies have weapons and armour. For example every goblin has a scimitar, a shortbow, and leather armour.
When the PCs defeat them, do they obtain these as items?
I ruled at the time that armour is rendered useless by the fight but weapons can be looted. (And then the first NPC shopkeeper they met swindled them horribly, so that worked out OK). But I would prefer to know what the rules have to say on the subject, and I can’t seem to find an answer.
Why do pluses on vanilla weapons and armour cap at +3, as opposed to +5 in previous editions? Is there meant to be a different style of item-based progression in DND5E, or am I just missing something here?
This posts asks what the highest armour class may be for humanoids. Similar to this question, i would like to know what the highest AC would be for a monster. Narrowing this down, let us look at improvement techniques possible for an ancient Green dragon. As this is a BBED (‘Big Bad Evil Dragon’), they most likely have a slew of minions, guardians and servants – so please feel free to use any options that exist (in 5e) that may be spells, minions, a spare shield guardian, or anything else you like.
For stats on the ancient Green dragon, has a base dexterity of 12 and a base AC of 21. I do not know if it could gain NPC levels of monk or barbarian, nor what use that would have. We can assume this dragon has the ‘optional’ spell casting abilities. According to old (possibly 3.5e) Forgotten Realms material these creatures are a minimum of 800 years old at ‘ancient’ and may live until past 1,200 years or more. They seem to have access to a lot of magic items. These things are gargantuan, so i have no idea, for example, what size shield they would need – or even if a shield works for them. I don’t even know how big ‘cover’ would need to be in order to offer 3/4 protection. Would a Cloak of Protection even fit? I have specifically left this quite open as i would greatly value any and all possibilities that Stack Exchange has to offer.
Let me know if this question is specific enough. The original (above) was seemingly less specific, but Stack Exchange seemed to be enjoying a different mindset at that time.
Question Recap: What is the best armour class possible for a 5e ancient Green dragon – assuming any & all options are available to it.
Heat metal says (Emphasis mine) :
Choose a manufactured metal object, such as a metal weapon or a suit of heavy or medium metal armor, that you can see within range. You cause the object to glow red-hot. Any creature in physical contact with the object takes 2d8 fire damage when you cast the spell. Until the spell ends, you can use a bonus action on each of your subsequent turns to cause this damage again.
The target in this case was Animated armour (which is a construct).
In our session we did rule that it could work just because it fit well with the story. We played it out that the metal was melting and deforming so the joints wouldn’t work. However the issue we had comes down to:
Can something be both an object and a creature?
The armour needs to be a manufactured object for the spell to work (and it specifically mentions a suit of metal armour) but also needs to be a creature to take the damage.
Logic suggests dragons may have interest in armour &/or barding, such as making draconic-scale armour from their cast-off scales. Smaug wore iron scales & hard gems after all. But how does this stack-up in 5e?
If i missed the StackExchange 5e answer, my apologies in advance / could not find it.
Two possibilities abound:
1. Of course they stack! Using Smaug from The Hobbit as cannon-canon, extra armour is always good. Example: add dragon’s value of 22 to barding-armour value of 8 or so for a total of… 30? Remove the dexterity bonuses (little dragon-joke here, all wyrms have horrid dexterity) – and throw away Barkskin, as that only works for trees.
2. Of course they don’t stack!! This is 5e and we work with sliding scale / curved averages / weighted probabilities or whatever. One (must?) find(s) the best of the two results. Just as a barbarian (constitution) or monk (wisdom) loses all AC bonuses by wearing a leather jacket on a cool day, so too must dragons struggle. We best not mention helmets. Or a gargantuan dragon with +2 to AC for a wooden buckler on one, um, finger. Ten wee bucklers for +20 AC?
But i digress. Let us ask The Question:
Would a dragon’s ‘extra’ armour-barding stack?
I have the original version of Ghost Ops (which uses Fudge dice), not the Savage Worlds version or the OSR version. This question is about that original version, but if you think the rules in one of the other versions can throw some light on this, please chip in. I’m hoping there is clarification for this question in one of the expansions, or in an updated version of the pdf (I only have a print copy). I’ve failed to find any errata on the internet.
On page 108 of the core rulebook, it says this about Armour:
If the Armour Level is less than the Penetration Level of the bullet then no armour is rolled as the bullet has ignored it. If the Penetration Level is less than the armour level then that amount of armour is ignored.
If a Penetration Level 3 bullet hits Armour 2, then no armour roll and the bullet does full damage.
If a Penetration Level 1 bullet hits Armour 2, then the armour becomes 2 -1 = 1. And then an armour roll is made to see how much the armour reduces the damage.
What happens when a Penetration Level 2 bullet hits Armour 2?
It is hard to survive as dragon – and yet they do. Despite being known for their nasty claws+bite, fear radiance and breath weapon – thus becoming a high priority target for nearly any ranged attack – they survive past eight centuries. How is this done?
Any long-lasting dragon would fathom bounded accuracy and 150’/600′ range of bows. For example, a single-accidental pass of a small yet well-hidden community of wood elves (‘longbow proficiency + high dexterity = +4 to hit’) requires an AC of 25+, lest this wyrm suddenly become a pincushion.
How does a dragon increase their armour class? Possibilities abound: barding (need it be mithril for flight)? A shield (would it stack with their regular AC)?, retro-fitting magic plate armour (can a dragon wear dragon-scale armour? would-could-should they have a chest plate fitted)? What magic items fit ‘gargantuan’? The list goes on / i have no idea where to begin… i just want a better armour class for a Great Wyrm.
I was hoping this would gain some kind of general answer rather than a slew of over-simplistic questions (‘Could a dragon wear boiled leather barding – or must it be supple due to flexibility required for dragon-flight???’ etc.)
So I’m curious about a matter of best AC for my buck. I’m playing a Dexterity focused heavy armour character (Cavalier to be specific, but I imagine the same answer applies to fighters or any other heavy armour proficient characters), My starting Dex was 16, so without taking into account a Belt of Incredible Dexterity my DEX by level 20 will max at a +5 bonus.
I’m trying to decide whether I am better off using my heavy armour proficiency, getting Mithral Full Plate and accepting that I can onlyuse +3 of my DEX bonus for AC – though I believe I can still get my full DEX bonus to other things such as Weapon Finesse and Deft Strike (when I multiclass into Swordlord later on) and Reflex saves.
Or am I better off with something lighterweight like Mithral BReastplate, even thought he base AC is lower, get to apply more of my DEX to my AC and not take the movement speed penalty for wearing Medium armour which I would for having Full Plate.
I’m not especially confident in my math as to which can get the better overall AC – as I am a front-line tank and really my ideal situation is to maximise AC over any other concerns.
Related to Can a shield be disarmed.
Can a piece of armour be disarmed?
For example, can an attacker knock their foe’s helm off? Remove their gauntlets? Disarm them of a cloak?
Why would an attacker want to do this? Maybe the item is magical and the attacker wants to deny its use. Maybe the item is just valuable and the attacker wants to steal it.
If so, what rules would cover this? If not, what rules would you suggest?
I am a bit confused about how Armour and Armour Piercing is meant to work.
If you have a Toughness of 8 and Armour of say +2 (10) and you are hit by a weapon with AP 2. Do you take 2 off for the AP so it is back to 8 first. Or does the damage need to be more than 10 and then you take the 2 off to determine the result?