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P.16 of the Playtest Rulebook says:
To calculate her AC, add 10 plus her Dexterity modifier (up to her armor’s Dexterity modifier cap), plus her proficiency modifier with her armor, plus her armor’s item bonus to AC and any other bonuses and penalties that always apply.
To calculate her TAC, add 10 plus her Dexterity modifier (up to her armor’s Dexterity modifier cap), plus her proficiency modifier with her armor, plus her armor’s item bonus to TAC and any other bonuses and penalties that always apply.
So, whatˋs the difference?

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I really wish "AC" would be renamed to "Defense Class" and for guns we could get "Armor Class", so that your armor can protect you from bullets but you can't dodge them, as opposed to PF1 where you can dodge bullets but you a shield and armor don't help at all. That never made any sense to me, like: How slow are these bullets moving? And are they made of quarks?

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I really wish "AC" would be renamed to "Defense Class" and for guns we could get "Armor Class", so that your armor can protect you from bullets but you can't dodge them, as opposed to PF1 where you can dodge bullets but you a shield and armor don't help at all. That never made any sense to me, like: How slow are these bullets moving? And are they made of quarks?
Can't use "Defense Class" because the DC acronym is already used.

Matthew Downie |

I don't really care what they call it, I just want the ability to target someone with attacks that can't be dodged but can be blocked by armor (because they're supersonic or faster).
CAC - Comprehensive Armor Class would work too.
Call it whatever you need to. It's the mechanic that I want.
How about if we just called it Armor Class? And for things that you can't dodge, we could have something called Flat-footed Armor Class?