Thanks for the feedback David. Totally agree that AC handling on the sheet should be given extra attention. The fallback is to just use manual fields... but I would like to see IF we can find a calculated method that's flexible and user-friendly. (everyone stop laughing) ;-) Look for my replies embedded below. Armor Class Rating. This was intended to set the base AC for a humanoid. This rating is normally 10 without armor and each type of armor has its own rating. It is important to distinguish the difference between "Armor Class Rating" and "Armor Class". Armor Class Rating plays a big role in terms of attack adjustments due to Weapon Type (really the specific weapon being used). While the table shows rating changing in combination with a shield, I submit the shield adds an adjustment to the AC Rating. Shields are often taken away from - not only armor class but also Armor Class Rating, based on number of opponents attacking, facing, various conditions, etc. Thus, an unarmored humanoid with an Armor Class Rating of 10 that can employ a shield becomes an Armor Class Rating 9 (against certain attacks only). >>> I guess I'm having a hard time separating the math for Natural Armor(unarmored human or monster) vs the Armor Rating(armored humanoid or monster). Here's my understanding (which could definitely be flawed...) 1. Humanoids w/out armor or shield have a base Armor Rating of 10. 2. Monsters have Natural AC but no Armor Rating (unless they wear armor). Is this correct? Armor Details auto-calc bottom row overview (sheet is adding negative values to give the lowest/best AC) No Armor = Defaults at 10 (ie humanoid w/out armor/shield), but monsters could have 8, 5, 0, or whatever. AC Rating = No Armor + any armor listed above. If there isn't any armor or if it's not worn, only the No Armor/Natural base will be used. Rear = AC Rating + Misc. Adj + Magic. Misc Adj. is added in from "Helm" and "Other" row above. Probably should remove Helm Adj.(since helmets are considered part of your armor) Magic Adj. seems like it they should apply since magic that boosts AC should be cumulative as well as passive. No Dex here since this is Rear/Flank/Flat-footed... No Shield = Rear + Dex Best AC w/out a shield. Total AC = No Shield + Shield Adj + Shield Mag Proposed addition; Add an AR field to show the best armor rating (armor+shield) >>> Armor Class. There are a myriad of conditions that affect Armor Class. Many of them temporary or apply to some attacks but not others. In all cases, AC 10 is the "worst" Armor Class allowable by rule. There are a ton of misc adjustments based on non-armor magic items and spells. >>> Agree >>> Helms. These items are special in 1e. All suits of armor come with a helmet or other head protection. If not worn, for each weapon attack that is attempted, there is a 1-in-6 chance of striking at the head at AC 10 and if the opponent is intelligent this chance goes to 3-in-6 (DMG p28). A great helm gives the head an AC 1. One assumes that Armor Rating for the head matches the armor worn unless no head covering is worn which means base unarmored Armor Rating. In any case, a helm of any kind does not affect the Armor Rating of the wearer for body attacks. For clarity, unless the target is not wearing head protection or something else special is going on, attacks do not (and perhaps cannot) target the head. >>> I must have taken one too many blows to my head. I will remove Helm from the calcs, but it will be left for description (or, what if they do not have a helmet?) >>> Defect? Currently, the "Adj." field between AC Rating and Magic seems to be adding Dexterity. >>> Not sure. I'm not able to replicate in quick check.(made the Defensive Adj."-99" and nothing changed in the Adj. field) Dex should only be added in after Rear clalcs. >>> Additional Adjustments. I'd recommend we add more Other fields to handle things that adjust your AC such as spell effects and other circumstances. I'd also add a column for Misc. Adjustments (non-Magical) for things like Cover, etc. Maybe put whatever "Armor 2" is into Other. >>> Agree on additional Other. I only had armor2 if perhaps someone wanted to swap out armor depending on the situation. Typically you want your best, but maybe wear your leather while on the water...? >>> Nomenclature. Perhaps "In Use" is better for wide applicability than "Worn"? >>> Agree >>> Carried. In this section, it seems redundant. If Armor Bulk is only in the Equipment section, then you're going to need to add your armor there. Additionally, "carried" is not applicable to effects or conditions. >>> This is kind of a holdover/workaround from the existing sheet since the armor/shield weight was grouped together. I purposely hide the weight and carried info on the equipment sheet to prevent duplicates. >>> Editing. I think all non-drop down fields should be editable. Once edited, it should not change unless you reset the fields to recalculate again. Perhaps a button that resets would be a good add. Maybe you can keep the calculated fields (in gray in my mockup) from being edited (but even there, I could see folks wanting to use those fields differently). In any case, overall AC should be editable via the sheet or an API. When we created my 1e sheet, we had to remove all of the auto-calcs because it simply got too complex. >>> AC is still manual. I Rear and Shieldless "were" manual as well but I got overzealous with my AC calcs and made them read-only. Like I mentioned, the fallback is to just resort to manual fields. Not sure if we can have both(obviously you game to numbers by inputting something in the rows above GIGO ), although your idea with a button to auto-calc might work. I'll experiment. >>> ArmorClass vs. armorclass_total. (in Attributes) I think these should be the same and kept in sync on both the PC and NPC sheet. The number in the shield should match the field below. >>> I've kept them from syncing because people have existing values for ArmorClass already, so I've left it as a manual field. HitPoints as well. Those fields are shared across pc/npc. I may come up with an Option to auto-calc HP and AC, but for now they are manual. >>> I think what could work is something like this mockup, but where any non-drop down field can be edited and then if desired, reset to sheet norms. I know you're juggling a lot of stuff with the sheet and legacy support. Managing Armor Class and, for 1e, Armor Rating, is of critical importance which is why I think it deserves some quality discourse. In any case, all of the fields in the calculated row need to be made editable so folks can ignore entering armor but still update armor class, AC with/without shield, current Armor Rating, and AC with/without Dex. Thanks again for your efforts! ~D Edit: Fixed the pic (Unarmored value) I like the mockup. Let me see what I can do. ;-) Cheers