Hey guys look, it's more dumbfucks whining and flailing at me like cracked windmills, instead of taking the not so subtle hint to SHUT THE FUCK UP and the flames will stop.
Also, Hi Welcome Jaron.
Sunic are you afraid of windmills?
Sunic, are you Don Quixote!?!?
Sunic isn't cool enough to be Don Quixote. I mean, not even Sancho Panza buys his shit.
Class Defense bonus always seems like one of the ideas that should have been in from the start. Who thought it was a good idea for high level characters to get no better at evading anyway?
Hmm. So the following in combination.
Armor -> DR and material benefits(i.e. admant giving Hardness instead of DR/adamant, cold iron giving bonuses to resisting magic) only. This includes magical sources of Armor bonuses.
Class Defense bonus(NOT based off armor proficiencies or BAB, give three progressions and assign one to each class)
Actually, I think Armor should give AC as well. The scale should be something like this:
@ Level 1: Strength & Misc Mods give ~+5 bonus to attacks. Exceptional characters hit better, lousy ones hit worse.
Cheap Light Armor + some Dex gives about +5 to AC, more expensive Light Armor might give a couple points more.
Cheap Medium Armor gives about +5 to AC, more expensive Medium armor gives a little more, and some Dex can also improve it.
Cheap Heavy Armor gives about +9 to AC, but really doesn't allow for Dex at all.
Shields give a flat bonus to AC. Magic shields don't improve the AC bonus given by a shield. Shields are enhanced strictly as weapons, with a few shield-specific special abilities. Shields also apply to touch AC.
Scaling: BAB goes up at 3/4 or full levels, compared to 1/2 or 2/3 for less defensively-minded characters.
Attack rolls gain enhancement bonuses and morale bonuses.
AC gains enhancement bonuses, natural armor bonuses, and deflection bonuses.
So an average attacker at level 1 has a +5 bonus to attacks vs. an average AC of 16. (hits on 11+)
An average attacker at level 20 has a +35 bonus to attacks vs. an average AC of 44. (hits on 9+)
Numbers on both sides are increased by slight variations, like increasing Strength and Dexterity scores, other sources of attack modifiers like insight bonuses, and so on. That's where CO comes into play.