For the group I run the shield seems pretty damn useful.
'The monster roars and attacks you with its bite and windmilling claws. 17, 19, 17. So that's three hit....'
'Excuse me mr. DM, but I have a 20 AC.'
'Oh...
So the claws scrape loudly on your shield and the bite narrowly misses your head.'
Moments like that get forgotten but that one series spared the PC/Party a lot of damage.
I find damage mitigation to be sorely undervalued in online discussion. The reason is that it is easy to calculate a character's potential damage output, but without specific enemies being known, it's much harder to calculate how much potential damage a character absorbs.
There doesn't appear to be a shortage of ways to deal damage, but increases to defense are harder to come by. So I think a shield is a strong option for a character who does not need their other hand free.
Only one of those missed because of the shield, unless this PC is using a +1 magical shield.![]()
Exactly. I hear a lot in online discussions how offense (the faster you kill the enemy) is always better. And that's simply not true unless you go back to max resources after every combat.
For example, if you've got a PC (25 HP, inflicts avg 5 hp per round*) against a monster (25 HP, inflicts 5 hp per round), assuming PC always goes first, what is the difference?
Better offense: +2 dmg per round for the PC
4 rounds to kill monster, suffers 15 points of damage himself (since monster dies on 4th attack)
Better defense: +2 dmg reduction per round for the PC
5 rounds to kill the monster, suffers 12 points of damage himself (since monster now inflicts 3 points instead of 5, and dies on 5th attack).
Basically, it's entirely situational, and offense is not always the best option. It can be, but it's flawed to say it always is. Even if the combat takes an extra round, the PC still has more resources at the end of it which will be important in further encounters.
*average end result that takes into account hit%, avg actual damage per attack, etc


(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.