Not really, because now it's a strategy game - as soon as I see the paladin turtling up, I switch targets (they've just used their reaction, so I can disengage with impunity). Now they have choices to make - to switch to offence and start burning spell slots that way, how many to keep in reserve in case I switch back, and so on. With each use of smite they have one less potential shield, so suddenly those four rounds are down to two rounds of combined offence and defence...at which point I can basically ignore the paladin altogether.
Shield balances itself on a class like paladin with limited spell slots and several competing uses for them. How many times can that level 4 paladin actually use it between long rests? Once? Twice? So they sacrifice significant offence to jack up their AC to near invulnerable levels for a couple rounds every adventuring day...and that breaks the game?
Sure, if you think a class dip is worth it just for that, go for it.
Edit: The more we run actual numbers, the more I think shield isn't OP. Except that paladin dips are not where the spell really impacts the game. At all.
No, I don't agree.
Firstly, you're just wrong on spell slots. At 4th level they may be a bit strapped, but let's just go up a level... and suddenly they've doubled the amount of slots they have, including two 2nd Level slots. Suddenly they aren't as strapped as they once were, and those 1st Level slots won't provide as much bang for the buck for smites but they'll still get the maximum out of
Shield. As the Paladin goes up (really just past 5th Level) they are not nearly as resource-strapped as you make them out to be.
Secondly, you can talk tactics and how to mitigate, but the players are just as likely to find ways around that. Are you in a cramped area? Suddenly you have someone who can block a hallway like nobody's business who doesn't care if he used his reaction. I've
been that guy before. Try to run around in open spaces? You get kited while the Paladin gets free whacks at you in pursuit. And if you aren't attacking him, he's attacking you. At the end, if you could just attack someone else who was easier, why even attack the Paladin in the first place? The point is that the Paladin is going to be a threat, and they'll continue to be a threat while
Shield-ed and they're going to have enough resources once they hit the level jump.
Again, the big point here is that
Shield is perfect for using low-level slots that the Paladin can sacrifice for those things to become pretty damn impenetrable. If you want to make
Shield less of an auto-take and something more interesting, give it new utility but also limit it. As it stands, it's not a particularly well-constructed spell and it's dull as hell.
The
PF2 shield spell is rather different from what I was suggesting & probably too good for d&d as well.
Animated shield is a magic item anyone can use as long as they aren't already using a shield. anyone can use that +2, but
only that +2, it keeps things in check & makes the benefit for crunchier types the fact that they can use that hand for something else while keeping or gaining that +2. Squishier types are likely either freeing a hand or getting a +2 they otherwise couldn't without penalties beyond consuming the spell slot.
Oh sure, PF2's spell operates on different ideas with different benefits.
Shield of Faith (I misremembered the name) is basically a magical shield for 10 minutes with Concentration.