Miss Chances, Revised (3.5e Variant Rule)
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Revised Miss Chances
Introduction[edit]
I've never really liked that the whole miss chance system (concealment, displacement, etc.) wasn't abstracted by the AC system. It just adds an extra layer to the game, which can slow things down a little and also can be a bit frustrating for players that are really accurate attackers.
This rule aims to make miss chances part of AC and still modify a character's chance of hitting by the same amount. This rule assumes the "average" character has a 50% chance of hitting in the first place (so a 20% miss chance is actually a 10% increased chance to miss).
Rule Mechanics[edit]
For every 10% of the miss chance, add +1 AC to the creature.
For every 5% of the miss chance, any attacks against that creature require a natural roll greater than than amount. This effectively increases the "automatic miss on a one", so any abilities that would ignore that rule also ignore this effect.
Whatever means that would bypass the miss chance bypass the AC bonus and automatic miss range increase.
Examples[edit]
A creature with a 20% miss chance due to concealment would gain a +2 AC against foes that can't see past the concealment. Any attacks against the creature would require a natural 5 or higher to hit (since natural 4 and below is an automatic miss).
A creature with a 50% miss chance from invisibility would gain +5 AC against foes that can't see it. Any attacks would also require a natural 11 or higher to hit.
A blinded creature treats all enemies as totally concealed, so it would require a natural 11 or higher to hit any enemy and all enemies would gain +5 AC.
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