This is stolen from a
thread on NMA so all credit where it's due.
It's rethinking AC to reflect how much easier it is to dodge wearing lighter armour. I'm not interested in whether this is an accurate definition of Armour Class. In the words of Magnus, "AC representing evasion gives a twist to the linear minmaxing that is the current armor situation." The ideas and words that follow are his too.
Two parts.
1. Increased base AC.
Base AC = player level * (AG/2 - 1), capped at 50 and no less than 0. This way,
with an AG of 10 you'll reach base AC 50 at level 13,
with an AG of 8-9 you'll reach base AC 50 at level 17,
with an AG of 6-7 you'll reach base AC 50 at level 25,
and with an AG of <6 your AC will be equal to your level.
In addition to this, you'll get AC from perks like Dodger and HtH Evade, making your potential AC very high. I don't know if there is a max, but obviously an AC of 100 is cheating. NPCs don't level, and their base AC would be somethig like their AG*5, still capped at 50.
2. Armor decreases AC based on size and encumbrance: Robes: -5 AC
C. L. Jacket, Brotherhood Armor: -10 AC
L. Jacket, Combat Armor 2: -15 AC
L. Armor 2, Combat Armor: -20 AC
L. Armor, Metal Armor 2: -25 AC
Metal Armor: -30 AC
P. Armor, H.P. Armor: -35 AC
APA, APA 2: -40 AC.
So, a ninja character will want to stick with the Combat Leather Jacket and will have to stack up on AC perks. A more tough-guy character will have to prepare for always getting hit, and will benefit from Toughness and Lifegiver perks.
Thoughts?