These are my final rules on shields.* As usual, they are adapted from Shields Shall Be Splintered.
Normal Shields
All shields improve the wielder's armor class by 1 against attacks coming from an appropriate direction, i.e. the front or the shield flank.
Any shield may be used to absorb the damage from an attack after the damage has been rolled and announced, but the shield is thereby destroyed.
Large shields may be used to absorb the damage of spells, breath weapons, and the like in the same manner. Small shields may not.
Shields of normal construction are no defense whatsoever against ballistae, catapults, trebuchets, cannon, or firearms.
Magic Shields
Magic shields usually improve the wielder's armor class by an additional +1, +2, or +3.
Any time a magic shield is used to absorb the damage from an attack, its bonus decreases by one. Once the bonus is reduced to 0, it loses one magical ability (if any) per attack absorbed. Once it has lost all magical properties, it functions as a normal shield.
Magic shields are effective against all weapons. If used to absorb the damage from a siege weapon (including artillery), the shield is destroyed regardless of its degree of enchantment and the defender is thrown clear.
N.B. "Small shields" refers to bucklers and other small handheld shields. "Large shields" refers to heaters, kites, tower shields, round shields, etc.
* Until such time as I grow weary of them.
Showing posts with label shields. Show all posts
Showing posts with label shields. Show all posts
05 May 2014
04 May 2014
Fixing Charts
I changed my armor class chart. Finding no evidence of studded leather armor ever having actually existed, I jettisoned it. It joins banded mail and ring mail as armor types I do not allow. Leather armor returned to its place at AC 7, and padded armor remains at AC 8. I dropped lamellar armor and laminar armor from AC 4 and included the following note below the chart instead: "Lamellar and laminar armor vary in armor class depending on the material used. If metal, the armor class is 4, otherwise it is 6." This has the nice effect of placing one standard armor type at each armor class. (For a Renaissance game, full plate is AC 2.) I omitted my new helmet rule from the chart as I haven't playtested it yet. I like it; it makes sense to me, but I don't know if it works. We shall see. After all that tinkering with shield rules, I think I'm back to the Basic/Expert standard, but I'm keeping my variant of the Shields Shall Be Splintered rule with the following proviso: it only works with large shields. Bucklers will not protect you from dragonfire! [See Concise Shield Rules.]
I also changed my weapon charts again. I upgraded the spear to 1d8 damage, the lance to 1d10 damage, and the pole arm to 1d12 damage. It makes the distribution of weapons by damage-causing capacity rather more symetrical: four 1d4 weapons, eleven 1d6 weapons, eleven 1d8 weapons, four high damage weapons (two 1d10 weapons and two 1d12 weapons). I changed "halberd" back to "pole arm." It's more versatile, like "sword," which I really like.
I also changed my weapon charts again. I upgraded the spear to 1d8 damage, the lance to 1d10 damage, and the pole arm to 1d12 damage. It makes the distribution of weapons by damage-causing capacity rather more symetrical: four 1d4 weapons, eleven 1d6 weapons, eleven 1d8 weapons, four high damage weapons (two 1d10 weapons and two 1d12 weapons). I changed "halberd" back to "pole arm." It's more versatile, like "sword," which I really like.
27 April 2014
Use Your Shield
This is my third attempt to make sensible shield rules incorporating both Shield Saves and Shields Shall Be Splintered (and now my own Use Your Helmet rules).
All shields improve armor class by 1 vs. mêlée and missile attacks if they are carried only (not wielded), i.e. if they cannot be actively used to block an attack, but the attack is coming from an appropriate direction. For example, if the shield is being worn on the back, it would improve the defender's armor class against attacks from the rear; or if the shield is being carried normally and the defender is surprised, the defender could benefit from the shield's armor class improvement, but would be unable to actively block any attacks.
If wielded, there is no improvement to armor class, but the wielder may use the shield to attempt to block blows by making a saving throw. Fighters roll their most favorable save; non-fighters roll their least favorable save. A successful save blocks the attack and deflects the damage. Blocking can only be attempted if the wielder is both aware of the attack and in a position to defend against it.
The number of mêlée attacks that can be blocked depends on the size of the shield. Small shields can block one attack per round; large shields can block three attacks per round. A saving throw must be made for each blocking attempt.
The number of missiles that can be blocked also depends on the size of the shield. Small shields can block one missile per round; large shields can block any number of missiles per round (but only one saving throw is necessary). Missile attacks can only be defended against from one direction at a time.
The defender may opt to sacrifice the shield. The defender suffers no damage, but the shield is destroyed by the attack. This tactic may also be used against area effect attacks such as dragon breath, fireballs, lightning bolts, etc.
Shields of normal construction are no defense whatsoever against ballistae, catapults, trebuchets, cannon, or firearms.
Magic shields are effective against all weapons. When carried, they generally improve armor class by +1, +2, or +3 beyond the normal improvement afforded by shields. When used to block, the magical bonus is transferred to the wielder's saving throw. All missiles except cannonballs can be blocked by magic shields (if the saving throw is successful). Magic shields can be sacrificed to defend against any damage-dealing area effect attack or weapon including cannon. (In the case of cannon, the shield is destroyed and the defender is thrown clear.)
Optionally, a magic shield may be sacrificed twice. The first sacrifice nullifies its enchantment. The second sacrifice destroys the shield itself.
[Edit: See Concise Shield Rules for my current perspective.]
All shields improve armor class by 1 vs. mêlée and missile attacks if they are carried only (not wielded), i.e. if they cannot be actively used to block an attack, but the attack is coming from an appropriate direction. For example, if the shield is being worn on the back, it would improve the defender's armor class against attacks from the rear; or if the shield is being carried normally and the defender is surprised, the defender could benefit from the shield's armor class improvement, but would be unable to actively block any attacks.
If wielded, there is no improvement to armor class, but the wielder may use the shield to attempt to block blows by making a saving throw. Fighters roll their most favorable save; non-fighters roll their least favorable save. A successful save blocks the attack and deflects the damage. Blocking can only be attempted if the wielder is both aware of the attack and in a position to defend against it.
The number of mêlée attacks that can be blocked depends on the size of the shield. Small shields can block one attack per round; large shields can block three attacks per round. A saving throw must be made for each blocking attempt.
The number of missiles that can be blocked also depends on the size of the shield. Small shields can block one missile per round; large shields can block any number of missiles per round (but only one saving throw is necessary). Missile attacks can only be defended against from one direction at a time.
The defender may opt to sacrifice the shield. The defender suffers no damage, but the shield is destroyed by the attack. This tactic may also be used against area effect attacks such as dragon breath, fireballs, lightning bolts, etc.
Shields of normal construction are no defense whatsoever against ballistae, catapults, trebuchets, cannon, or firearms.
Magic shields are effective against all weapons. When carried, they generally improve armor class by +1, +2, or +3 beyond the normal improvement afforded by shields. When used to block, the magical bonus is transferred to the wielder's saving throw. All missiles except cannonballs can be blocked by magic shields (if the saving throw is successful). Magic shields can be sacrificed to defend against any damage-dealing area effect attack or weapon including cannon. (In the case of cannon, the shield is destroyed and the defender is thrown clear.)
Optionally, a magic shield may be sacrificed twice. The first sacrifice nullifies its enchantment. The second sacrifice destroys the shield itself.
[Edit: See Concise Shield Rules for my current perspective.]
25 April 2014
Table: Magic Shield Abilities
Most magic shields confer standard magical benefits and a bonus to the wielder's armor class. A majority will improve armor class by +1, although a few confer a bonus of +2 or even +3. Some shields have nonstandard enchantments as well. Roll as needed on the following table to generate nonstandard magical shield abilities.
Magic Shield Abilities
Roll 1d20
Magic Shield Abilities
Roll 1d20
- Acts as an extra eye as long as it is held or worn.
- Any blocked mêlée attack rebounds on the attacker unless the attacker makes a successful saving throw to dodge.
- Any blocked missile attack ricochets at the attacker unless the attacker makes a successful saving throw to dodge.
- Any spell or ray attack is reflected back if the wielder makes a successful save against it.
- Blinds opponents if sunlight is available. Opponents must save vs. magic or suffer -2 penalties to both Armor Class and attack rolls as long as they are facing the shield.
- Can be used as a raft on any liquid surface (including lava).
- Causes fear in opponents when the wielder strikes it repeatedly with a weapon for one full round. Opponents must save vs. magic or flee for two turns.
- Creates a cylindrical wall of force if it is placed horizontally on the ground and stepped upon.
- Creates a flat wall of force if it is set vertically on the ground.
- Enables wielder to resist cold as long as it is held or worn.
- Enables wielder to resist fire as long as it is held or worn.
- Grants protection from evil as long as it is held or protection from evil 10' radius if it is placed on the ground.
- Levitates if it is held or placed horizontally; obeys wielder's mental commands.
- Paralyzes with fear (as a hold person spell) any opponent who gazes on it.
- Prevents injury or death from falling by acting as a featherfall spell.
- Projects a hammer of force (range and damage equal to a throwing hammer) when used instead of a normal attack. Acts as a magic weapon equivalent to shield's bonus. Must roll "to hit."
- Shield's bonus applies to all saving throws vs. area effect attacks.
- Shield's bonus applies to all saving throws vs. magic.
- Shield's bonus applies to all saving throws.
- Wielder cannot be knocked down if standing on solid ground.
24 April 2014
Magic Shield Benefits
[This article is an expansion of Shield Defense.]
Magic shields have benefits beyond the increased improvement to armor class. Although "shields of normal construction are no defense whatsoever against ballistae, catapults, trebuchets, cannon, or firearms," magic shields are. Against all weapons, magic shields confer their armor class bonus. All missiles except cannonballs can be blocked by magic shields (if the saving throw is successful). Magic shields can be sacrificed to defend against any damage-dealing area effect attack or weapon (including cannon). (In the case of cannon, the shield is destroyed and the defender is thrown clear.)
Optionally, a magic shield may be sacrificed twice. The first sacrifice nullifies its enchantment. The second sacrifice destroys the shield.
Magic shields have benefits beyond the increased improvement to armor class. Although "shields of normal construction are no defense whatsoever against ballistae, catapults, trebuchets, cannon, or firearms," magic shields are. Against all weapons, magic shields confer their armor class bonus. All missiles except cannonballs can be blocked by magic shields (if the saving throw is successful). Magic shields can be sacrificed to defend against any damage-dealing area effect attack or weapon (including cannon). (In the case of cannon, the shield is destroyed and the defender is thrown clear.)
Optionally, a magic shield may be sacrificed twice. The first sacrifice nullifies its enchantment. The second sacrifice destroys the shield.
23 April 2014
Shield Defense
This is a variation of the rules presented in Your Shield Is Your Friend, which in turn incorporates rules found in articles by other writers (Shield Saves and Shields Shall Be Splintered):
All shields improve armor class by 1 vs. mêlée and missile attacks.
All shields enable the wielder to attempt to block successful attacks by making a saving throw. Fighters roll their most favorable save; non-fighters roll their least favorable save. A successful save blocks the attack and deflects the damage. Blocking can only be attempted if the wielder is both aware of the attack and in a position to defend against it.
The number of mêlée attacks that can be blocked depends on the size of the shield. Small shields can block one attack per round; medium shields can block two attacks per round; large shields can block three attacks per round. A saving throw must be made for each blocking attempt.
The number of missiles that can be blocked also depends on the size of the shield. Each successful save blocks all of the missiles that would otherwise strike the wielder in a single round. A failed save blocks none. The size of the shield determines the penalty to the saving throw. Small shields can block missiles at a -2 penalty per missile; medium shields can block missiles at a -1 penalty per missile; large shields can block any number of missiles without penalty.
The defender may opt to sacrifice the shield instead of rolling. The defender suffers no damage, but the shield is destroyed by the attack. This tactic may also be used against area effect attacks such as dragon breath, fireballs, lightning bolts, etc.
Shields of normal construction are no defense whatsoever against ballistae, catapults, trebuchets, cannon, or firearms.
[Edit: See Concise Shield Rules for my current perspective.]
All shields improve armor class by 1 vs. mêlée and missile attacks.
All shields enable the wielder to attempt to block successful attacks by making a saving throw. Fighters roll their most favorable save; non-fighters roll their least favorable save. A successful save blocks the attack and deflects the damage. Blocking can only be attempted if the wielder is both aware of the attack and in a position to defend against it.
The number of mêlée attacks that can be blocked depends on the size of the shield. Small shields can block one attack per round; medium shields can block two attacks per round; large shields can block three attacks per round. A saving throw must be made for each blocking attempt.
The number of missiles that can be blocked also depends on the size of the shield. Each successful save blocks all of the missiles that would otherwise strike the wielder in a single round. A failed save blocks none. The size of the shield determines the penalty to the saving throw. Small shields can block missiles at a -2 penalty per missile; medium shields can block missiles at a -1 penalty per missile; large shields can block any number of missiles without penalty.
The defender may opt to sacrifice the shield instead of rolling. The defender suffers no damage, but the shield is destroyed by the attack. This tactic may also be used against area effect attacks such as dragon breath, fireballs, lightning bolts, etc.
Shields of normal construction are no defense whatsoever against ballistae, catapults, trebuchets, cannon, or firearms.
[Edit: See Concise Shield Rules for my current perspective.]
18 April 2014
Your Shield Is Your Friend
Shields are tragically undervalued in Dungeons & Dragons and its offspring, so it is my duty to correct this oversight by borrowing the wisdom of OSR brethren and tinkering further with it. The wisdom I am borrowing is from Shield Saves and Shields Shall Be Splintered. Without further ado:
All shields improve armor class by 1 vs. mêlée attacks.
All shields improve armor class by 1, 2, or 4 vs. missile attacks. (Small shields improve by 1, medium shields improve by 2, and large shields improve by 4.)
All shields enable the wielder to attempt to block successful attacks after damage has been rolled. The wielder chooses which successful attack to block and makes a saving throw. Fighters roll their most favorable save; non-fighters roll their least favorable save. If the saving throw is successful, the blow was blocked and the damage is deflected. Otherwise, the damage is sustained.
All shields allow the wielder to attempt to block one successful mêlée attack per round. In addition, the wielder may attempt to block missile attacks as follows: small shields may block one missile per round, medium shields may block two missiles per round, and large shields may block four missiles per round.
The defender may opt to sacrifice the shield instead of rolling. The defender suffers no damage, but the shield is destroyed by the attack. This tactic may be used against area effect attacks such as dragon breath, fireballs, lightning bolts, etc.
[Edit: See Concise Shield Rules for my current perspective.]
All shields improve armor class by 1 vs. mêlée attacks.
All shields improve armor class by 1, 2, or 4 vs. missile attacks. (Small shields improve by 1, medium shields improve by 2, and large shields improve by 4.)
All shields enable the wielder to attempt to block successful attacks after damage has been rolled. The wielder chooses which successful attack to block and makes a saving throw. Fighters roll their most favorable save; non-fighters roll their least favorable save. If the saving throw is successful, the blow was blocked and the damage is deflected. Otherwise, the damage is sustained.
All shields allow the wielder to attempt to block one successful mêlée attack per round. In addition, the wielder may attempt to block missile attacks as follows: small shields may block one missile per round, medium shields may block two missiles per round, and large shields may block four missiles per round.
The defender may opt to sacrifice the shield instead of rolling. The defender suffers no damage, but the shield is destroyed by the attack. This tactic may be used against area effect attacks such as dragon breath, fireballs, lightning bolts, etc.
[Edit: See Concise Shield Rules for my current perspective.]
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