Quote Originally Posted by Mando Knight View Post
Your defenses are fairly simple, starting at level 1, going very roughly:
Paladin-grade AC (the best without synergy from various stacking bonuses) is 20 + level (Plate and Heavy Shield, monster average against it is 30% accuracy)
Normal Defender AC is about 17 + level (just scale, or chain and light shield, etc., 45% monster accuracy)
High non-Defender AC is about 17 + level (scale, or hide and +4 bonus), same as many Defenders.
Moderate non-Defender AC is 15 + level (hide and +2 bonus, leather and +3 bonus)
Low non-Defender AC is 14 + level (cloth and +4 bonus, leather and +2, hide and +1, 60% monster accuracy)

Your NADs (Non-AC Defenses) generally fall under good, average, and bad scores. Most Defenders have NADs similar to their non-Defender buddies. Class and other miscellaneous bonuses may even out these NADs, or make one disproportionate to the others.
Your good score is the one depending on your primary stat and is roughly 14 + level. Most monsters hit this on an 11, for 50% accuracy.
Your average score uses your secondary stat and is roughly 13 + level.
Your bad score uses whatever is left, and is roughly 11 + level... monsters get 60% accuracy.

Attack bonuses are divided into Implement and Weapon bonuses:
Very High weapon attack bonuses are +8 + level (hits average Soldier AC on an 8 for 65% accuracy, 75% against most others, 85% against Brutes)
High weapon attack bonuses are +7 + level (hits Soldier AC on a 9, 60% accuracy)
Standard weapon attack is +5 + level (hits Soldier AC on an 11, 50% accuracy)

Good implement attack bonuses are +4 + level (you're gunning for NADs, so you'll hit on an 8 for 65% accuracy on average)
Standard implement attack bonuses are +3 + level (60% accuracy)
Low implement attack bonuses are +2 + level

To stay in these ranges, take one scaling feat (i.e. Weapon Expertise) each for your attack and NADs (there's a collective NAD-booster feat, so this should only cost you two feats), but their bonuses aren't as noticeable before level 11, so you have time to budget them in unless your numbers are chronically low otherwise. For your AC, take Masterwork armor when possible and boost your AC stat (Dex or Int, usually) also whenever possible if you're not using heavy armor. Note that a shield provides a bonus to your Reflex and AC, so if you need to boost both, they're a good place to start. For weapons, just pick one you like. You can trade some accuracy for damage if you wish.

Try to get the Big Three magic items (neck, armor, weapon/implement) to be at least within your enchantment bracket (+1 for 5 or lower, and an additional +1 at 6, 11, 16, etc.). If you're a double-dipper for your attacks (weapon and implement, two weapons, or you took Dual Implement Spellcaster and want to maximize your damage), pick a main item to keep at the normal pace, and boost your second item whenever you can without draining too many of your other resources.

As said above, you're fine if your numbers are off by a few from the averages given.

Most of these numbers go off of some assumptions for your ability scores at level 1:
Primary: 18 (20 is ridiculous and only recommended for classes that can cover their AC and don't have much use for any other stat. 16 is fine, and usually results from not picking a race with a boost to your primary... not recommended, but usually at least feasible.)
Secondary: 14-16 (dual 18s is great, but basically requires total mediocrity in the other scores. Which you usually don't need anyway. 18/16 usually results from having full racial synergy, such as a Dragonborn Dragon Magic Sorcerer or a Genasi Swordmage. If you don't use your secondary stat much, a 13 or lower is fine.)
Tertiary: 14 at best (usually results from a 16/14/14 spread), 13 otherwise (since although 13 is an odd number, it may qualify you for some attractive feats)
Everything Else: 13 if you really want it, 10 or 12 if not, and 8 if you need to dump something (I hate dump stats, personally)

Average monster defenses and attacks are as follows:
Soldier AC: 16 + level
Average AC: 14 + level
Low AC: 12 + level
NADs: 12 + level
Attack vs AC: +5 + level
Attack vs NADs: +3 + level

Skill bonuses are harder to keep at X + level, though they start higher than attack bonuses. You'll usually have a few specializations, but here's how I see it (approximately, before any skill-boosting magic items you might find.):

+11 +½ level +1/tier or more: You're exceptional at the skill, a prodigy. Eladrin Wizards and Arcana, Halfling Rogues and Thievery... you're almost synonymous with the skill.
+9 +½ level +1/tier: You're very good at the skill... a specialist. You'll complete most tasks fairly easily.
+7 +½ level +1/tier: You're good at the skill. You might defer to a specialist to complete hard tasks, but you're sufficiently competent for most applications.
+5 +½ level, +1/tier: You're competent. You can usually complete most tasks, but you'll usually avoid harder ones unless necessary or failure isn't dangerous... you'll complete those maybe half the time.
+2 +½ level +1/tier: You're not trained, and you should usually think twice before trying a difficult task, but you're decent enough to try if needed.
+0 +½ level, +1 @ Epic: You're not good at this skill... not trained and not naturally good, either. You'll complete easy tasks often enough, but defer to someone better if possible for everything else.
-1 at 1st level: You dumped this stat. Do you really think you should try this?
Nice post...that helps make a lot more sense of things. The AC/NAD difference is a big one, it's kind of hard to make the adjustment there. Though this is one place where I do like 4e making them work like AC instead of through saves.