Swords-Wizardry-Complete-revised
Swords-Wizardry-Complete-revised
Swords-Wizardry-Complete-revised
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Creating a character<br />
Chainmail and<br />
Shield AC 4 [ 15 ]<br />
Leather Armor<br />
AC 7 [ 12 ]<br />
Plate Mail<br />
AC 3 [ 16 ]<br />
Ring Mail<br />
AC 6 [ 13 ]<br />
No Armor<br />
AC 9 [ 10 ]<br />
Table 24: Armor<br />
Armor Type<br />
Effect on AC<br />
from a base of 9[10]<br />
Weight 1<br />
(pounds)<br />
Shield -1 [+1] 10 15 gp<br />
Leather -2 [+2] 25 5 gp<br />
Ring -3 [+3] 40 30 gp<br />
Chain -4 [+4] 50 75 gp<br />
Plate -6 [+6] 70 100 gp<br />
1<br />
Magical armor weighs half normal<br />
Cost<br />
Calculating Armor Class<br />
Now it is time to talk about Armor Class and what it means. Basically,<br />
Armor Class (AC) is an indicator of how difficult it is to “hit” a character<br />
or creature in combat, but here is where it gets complicated:<br />
<strong>Swords</strong> & <strong>Wizardry</strong> has two different ways of numbering armor class,<br />
and a group must choose which system to use. Ask the Referee if he or<br />
she is using the ascending system or the descending system for Armor<br />
Class. The numbers all work out the same, but in the ascending system<br />
it is better to have a high Armor Class, and in the descending system it is<br />
better to have a low Armor Class. The Original Game used a descending<br />
system, and that is the official system of <strong>Swords</strong> & <strong>Wizardry</strong> as well.<br />
However, many gamers prefer the ascending system (high numbers are<br />
always better, right) so it is included throughout as an option.<br />
All numbers for the alternate ascending Armor Class system are<br />
in [brackets]. When using the regular system, simply ignore the<br />
numbers in brackets. (Everywhere. Wipe them from your mind.<br />
Make them invisible.)<br />
Here is how to calculate the effect of your armor on your Armor Class:<br />
Using the Descending (regular) System<br />
If you are using the regular descending Armor Class system, an<br />
unarmored character has an Armor Class of 9. Every type of armor has<br />
an “Effect on AC.” Ignore the bracketed numbers and use the “Effect on<br />
AC” to reduce the base Armor Class of 9. The lower the result, the better;<br />
powerful characters may have an AC reaching into the negative numbers.<br />
Using the Ascending (alternate) System<br />
If you are using the alternate ascending Armor Class system, an<br />
unarmored character has an Armor Class of 10. (That is not 9, as in<br />
the regular system, but TEN.) Actually, it is [10], because we use<br />
brackets to identify that system. Now the “Effect on AC” numbers<br />
are the ones in [brackets] and wearing armor will cause AC to go up<br />
rather than down, the higher the better.<br />
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