
![]() |

It's been a house rule of mine to alter the Base AC of various races, much like the varying base AC of most monsters. Before I go on please allow me to explain my reasoning, not all races of monsters and humanoids are alike, for example the Dwarf is stout and durable, while often in fantasy we see the elf as graceful but far less durable.
Dragons of course are above the status quo as they are the apex predators in most any game.
My suggestion is that if you want a dash more variety (not that I don't love what I see, I do, this is just from my campaigns to you), that you should consider having a slight diffrence in the base AC by race & monster type.
Take for example:
Elves have a base AC of 8, though I compensate this by offering them 2 0 level spells they can cast once a day as they are always considered a magical race.
Dwarves are given a base AC of 12, they maintain the same abilities & perks but suffer one drawback, a -4 to Charisma.
Half Orcs have a base of 14 and remain largely the same.
Humans are still base AC of 10.
I do however understand the Base AC is 10 for all races for the simple fact it brings balance to the game, no once race is better to play than another, my way is just for the effects of having a harder impact on players to really be GLAD they have a Dwarf & Half Orc in the front of the party in combat.
(Oh and as far as the elves choice of spells for which 2 they get, is the player's choice. Considering they are 0 level spells it just adds some fun & help to any elf fighter who has two 0 level spells in his arsenal.