Black Falcon said: Mark - how are you calculating which AC to choose? Details here, but I'm sure you read it: Mark said: Armor is configured under the armor tab, just like the normal sheet. There is unarmored AC and armored AC - same as the normal sheet. I calculate the highest of these to display the overall AC on that page and also in the shield on the "Core" page. If you're talking about NPCs it should work as well. I need need to fully revamp NPCs though to fully use the core sheet. Most of the works, but I need to figure out how to do attacks. I also want to write a conversion script for mentors to go from old NPC to new NPCs, but we'll see. (For AC technically I take the greatest of PC and NPC AC to get AC). To clarify my variables: attr_AC = highest value of attr_AC_calc and attr_npc_AC attr_AC_calc = highest value of attr_AC_armor_calc and attr_AC_no_armor_calc attr_AC_armor_calc = exact same as Actoba's sheet. Sum of worn armors. attr_AC_no_armor_calc = exact same as Actoba's sheet. Sum of 10 + dex + unarmored class bonus + unarmored armors. attr_npc_AC = exact same as Actoba's sheet. defined by the user. Defaults to 10. Which means "AC" can be used for PCs and NPCs in the bar of a token and it will always work when armor is deselected in the armor page. One edge case I see while typing this out: If a PC has an AC below 10 it will still show 10 due to NPC which is hidden from the user normally. That will likely cause me to go back to using npc_AC for the NPCs...