Post by David on Dec 14, 2006 14:20:04 GMT -5
Hey folks,
This is another one of those topics which has been on my mind for MANY years.
Basically, as anyone who's played Dnd knows, a shield adds one to your AC. That's the same as having a SLIGHT amount of cover or wearing thick clothing.
Now, if you compare that to what you find in most of other games systems, it doesn't seem that Dnd gives a shield the credit it deserves. In ArmsLaw, for instance, a shield gives a +25 (+5 AC), in Tunnels and Trolls it takes a NUMBER of hits (better than most "lesser" armors), in Fantasy Trip a shield doesn't unduly affect combat but is good for multiple hits, my recollection of shields in Paladium is similar.
Finally, in real life, in an average battle, supposedly 1/2 to 2/3 of all hits were taken on the shield. Heck, what the SCA fight some time (yes, they're lame, but do nicely illustrate my point); shields are worth WAY more than a +1 AC.
"But, David, you introduced Shield Use years ago to compensate for this deficiency"
Well, yeah, but I don't think it goes ANYWHERE near far enough. And compared to Combat Dodge, it is roughly the same, yet if that were the case, there wouldn't have been some many skilled warriors running around with a shield instead of twin weapons.
No, we're not modeling reality right here. So, I would like to propose the following change.
a) for a neophyte (unskilled) figure with a shield == no change (not perfect, but simple)
b) for one weapon slot, a figure can become PROFICIENT in Shield Use == AC bonus based on the size of the shield (the bigger the area, the more cover)
c) AFTER Shield Use, then comes Shield Specialization (like weapon specialization) with mirrored rules to match == again, other than B, no change
People with a Shield proficiency would be able to get more "bang for their buck" out of a shield as follows:
Buckler == no change
Small Shield (targ) == +1 (more) AC
Large Shield (viking) == +2 (more) AC
Also, for all these bonuses to AC, a figure gets the SAME bonus to saving throws if the shield could be of some use against the attack. Sorry, but I'd rather block a red dragon's breath with a wooden shield than my little hand. It should give me SOME added protection, especially since with even a little cover I'd get a similar bonus (per Combat and Tactics, 25% cover gives +2, 50% gives +4, 75% gives +7, and 90% gives +10). So, honestly, since a shield usually covers AT LEAST 25% of a fighter's body-area, this all makes total sense...
Oh yeah, and these bonuses ADJUST for size. Thus, for someone size Small (hobbit or gnome), the bonuses go up by one (the shield covers more), while for someone size Large (lizard man, gnoll, young giant), the MAX bonus goes down by one (NEVER below 1pt, however).
Is this system perfect? No, but it sure as hell is better than what is there now, where a shield being actively used gives less protection than marginal cover behind a static solid object...
Thoughts?
David
aka
Daisy Hornblower
This is another one of those topics which has been on my mind for MANY years.
Basically, as anyone who's played Dnd knows, a shield adds one to your AC. That's the same as having a SLIGHT amount of cover or wearing thick clothing.
Now, if you compare that to what you find in most of other games systems, it doesn't seem that Dnd gives a shield the credit it deserves. In ArmsLaw, for instance, a shield gives a +25 (+5 AC), in Tunnels and Trolls it takes a NUMBER of hits (better than most "lesser" armors), in Fantasy Trip a shield doesn't unduly affect combat but is good for multiple hits, my recollection of shields in Paladium is similar.
Finally, in real life, in an average battle, supposedly 1/2 to 2/3 of all hits were taken on the shield. Heck, what the SCA fight some time (yes, they're lame, but do nicely illustrate my point); shields are worth WAY more than a +1 AC.
"But, David, you introduced Shield Use years ago to compensate for this deficiency"
Well, yeah, but I don't think it goes ANYWHERE near far enough. And compared to Combat Dodge, it is roughly the same, yet if that were the case, there wouldn't have been some many skilled warriors running around with a shield instead of twin weapons.
No, we're not modeling reality right here. So, I would like to propose the following change.
a) for a neophyte (unskilled) figure with a shield == no change (not perfect, but simple)
b) for one weapon slot, a figure can become PROFICIENT in Shield Use == AC bonus based on the size of the shield (the bigger the area, the more cover)
c) AFTER Shield Use, then comes Shield Specialization (like weapon specialization) with mirrored rules to match == again, other than B, no change
People with a Shield proficiency would be able to get more "bang for their buck" out of a shield as follows:
Buckler == no change
Small Shield (targ) == +1 (more) AC
Large Shield (viking) == +2 (more) AC
Also, for all these bonuses to AC, a figure gets the SAME bonus to saving throws if the shield could be of some use against the attack. Sorry, but I'd rather block a red dragon's breath with a wooden shield than my little hand. It should give me SOME added protection, especially since with even a little cover I'd get a similar bonus (per Combat and Tactics, 25% cover gives +2, 50% gives +4, 75% gives +7, and 90% gives +10). So, honestly, since a shield usually covers AT LEAST 25% of a fighter's body-area, this all makes total sense...
Oh yeah, and these bonuses ADJUST for size. Thus, for someone size Small (hobbit or gnome), the bonuses go up by one (the shield covers more), while for someone size Large (lizard man, gnoll, young giant), the MAX bonus goes down by one (NEVER below 1pt, however).
Is this system perfect? No, but it sure as hell is better than what is there now, where a shield being actively used gives less protection than marginal cover behind a static solid object...
Thoughts?
David
aka
Daisy Hornblower