It does. I'd have to look but I know that's in one of the two books I have (there's the rules and one supplement atm - $16 CAD for both PDFs, so the buy-in is low).But does it recognize that a shield is a weapon?
It does. I'd have to look but I know that's in one of the two books I have (there's the rules and one supplement atm - $16 CAD for both PDFs, so the buy-in is low).But does it recognize that a shield is a weapon?
You don't want to rely upon it for your primary, as it's fairly heavy (tho' historical style rawhide over willow or rawhide over laminated wood are not as heavy as most people envisage), but as your backup? It's a lethal weapon. Keep in mind that it usually has 3 pointy bits (tho' horsemen often have the base point rounded)... and that when used with force can do considerable blunt force damage. SO much so that the SCA prohibits any shield techniques that bring it into contact with foes.. But that mace has about twice the reach; the longsword even more. And the rapiers ran up to 6' overall... as did sweihanders and the 2h claidhmohrs.Wait, what? So, if a shield is a weapon, I can forget about taking four pounds of sword/axe/mace/spear into battle with me?
"Ow, stop hitting me with that broad, blunt, poorly-weighted-for-damage object!"
Attacker needs to beat the defender's roll + defender's bonus. That's a different number every time, unless the defender A) doesn't defend or B) takes half on the roll.What I mean by flexible defense
Most rpgs that I know of handle defending against an attack like this: Attacker needs to beat a target defensive value in order to hit. 90% of the time that number doesn't change.
Defenders, like most everyone else, get three actions. So the first three attackers (attacks) would attack the same defense roll, and the rest would get free hits. The defender could boost the defense roll (target #) by having some sort of advantage, either from the situation or by using an action to create one.Sure, sometimes it's different based on factors (3e famously has a few ACs depending on what was going on), but it was still largely the same number whether you were being attacked by one person in a round or ten. Sometimes you could boost that target # via several means (spells, dodging, etc.), but again, the number stayed pretty static regardless of who or what was actually attacking you.
Disregarding mooks is a good way to get trounced. BUT, if that tougher opponent is the leader or morale support, a quick takedown might scare the mooks away or into submission. Also, the tougher opponent might be capable of doing greater-than-one damage per attack, while mooks are probably doing the bare minimum, so it's a better idea to use actions against those tougher attacks (if the plan is to occupy the tougher opponent).If you have a pool of defensive ability in a round, maybe you don't worry so much about the mooks attacking you, but focus your defense on a tougher opponent.
More stuff...in D&D, I'll assume. Other games seem to be providing plenty of options, here. Modos RPG provides yet another option - defensive posture - which allows a defender to get behind allies, behind cover, or further away from the fight, which gives attackers another choice: do I fight the nearby enemies or spend time/energy getting a better position on the harder-to-reach foes?Why I want to do this
It's just one way of many to allow martial and mundane PCs have more stuff to do in combat. One round they may act like a tank, while the next go on offense. It models the verisimilitude I prefer in how a combat encounter looks like against multiple opponents--shields can't block every attack at the same effectiveness and being swarmed matters (this part is subjective, I know). I think it adds a new facet to the combat encounter that's largely overlooked.

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