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The D&D Chick's Blog

A fun look at Table Top RPGs

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March 2016

Getting Started #6: Armour Class

Armour class is a number that represents how hard it is to hit you. Enimies must roll higher than your armour class to hit you. It is 10 + Dex + Armour. Different armours give you different bonusus but based on how much it restricts your movement you may not be able to add all your dex, the armour will have a Max Dex value and that is the maxium dex you can add while wearing that armour. Also armour bonus of the same type do not stack, ex. You cant have 2 armours or 2 different magic items giving you armour you just choose the larger one.

-thek8t

 

 

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Here we were at a mansion and were attacked by zombies with an anti-magic field.

Getting Started #5: Hit Points

The amount of hit points you have is dependant on your con score and your class. Each class has a dice associated with it which you are suppose to roll when you level up. At first level you take max (ex. d8 take 8 d4 take 4 etc.) Plus your con modifier. So if you are a wizard you have a d4 hit points and perhaps 8 con. The modifier for 8 is -1 so at first level your hp would be 3. A fighter has a d10 and lets say it had a con score of 15 (+2) at first level you would have 12. Each class is different and it is important you read which it is for your class. When I play I usually do max HP (meaning you do not roll and take max each time) because I find it easier to keep track of and if you roll really low you could be at level 10 with like 15 hp and your enemiea doing that much damange in 1 or 2 hits. Other editions have slightly different rules but the basics are the same.

-thek8t

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