Is "Shield" too powerful?

It's not too powerful. It is useful.

It is less useful in campaigns where combat does not occur on a daily basis.

From my experience, it hardly ever works. It blocks a successful attack about one time in three (unless the DM somehow lets the player know how effective the NPC attack is and also the roll on the D20).

So one combat day in three, it helps. Even at this limited utility level, it is more helpful than Feather Fall. But, Expeditious Retreat could be helpful one combat day in one with a good player.

It's been my experience that most GMs say something to the effect of "Does a 23 hit your AC?" In such a situation, it is easily a powerful utility spell.
 

log in or register to remove this ad

It's been my experience that most GMs say something to the effect of "Does a 23 hit your AC?" In such a situation, it is easily a powerful utility spell.

I guess I'm weird but I keep my players stats around and I don't have to ask what will hit them. I like to keep track of things like AC and HP.
 

The real power of Shield comes when another class takes Acolyte power.

Granted, you have to take two feats to get it. But slap that puppy on the fighter, it makes a fat difference.
 

Shield rocks... but feather fall is better, so far in my experience anyway.

Feather fall has saved the lives of two characters in my 4ecampaign to date, although once they can handle higher acrobatics/climb dc's and survive brutal drops my local wizard will probably switch to shield.
 

It's been my experience that most GMs say something to the effect of "Does a 23 hit your AC?" In such a situation, it is easily a powerful utility spell.
Well, let's look at the rules...

PHB page 268 said:
Interrupt: An immediate interrupt lets you jump in when a certain trigger condition arises, acting before the trigger resolves. If an interrupt invalidates a triggering action, that action is lost.
PHB page 161 said:
Trigger: You are hit by an attack
DMG page 26 said:
Informing Players
All the information the players need to make their choices comes from you. Therefore, within the rules of the game and the limits of PC knowledge, Insight, and Perception, tell players everything they need to know. You don’t have to reveal all aspects of a situation or hazard in one go. You should, however, give enough information that the players know what’s up and have an idea what to do—and what not to do.
Sounds to me like you should tell the players enough so they have an idea whether Shield would be wasted if they use it. Maybe you don't want to say specific numbers, but "that attack just barely hit you" or "the orc delivers an extremely accurate blow to your shoulder" should give a clue as to whether using the interrupt power of Shield would let the character deflect the blow.
 
Last edited:

Shield is nice for sure, but hardly broken. It's not like it makes you immune to any attacks, just increases the likelihood that you'll not get hit for a round. Expeditious Retreat can guarantee you don't get hit for a round, more if you move into really good position. I don't think it's a must have, I honestly had a hard time choosing the lvl 2 utilities for my wizard. I did go with Shield though as one of them.
 


Fedifensor said:
Sounds to me like you should tell the players enough so they have an idea whether Shield would be wasted if they use it. Maybe you don't want to say specific numbers, but "that attack just barely hit you" or "the orc delivers an extremely accurate blow to your shoulder" should give a clue as to whether using the interrupt power of Shield would let the character deflect the blow.

What happens if it is a Fort or Will attack? Do you tell the player that Shield won't work on this attack?

As to the "barely hit" syndrome, that is not information that the PCs have.

There are no "hits" in 4E until the very last attack. That one either kills or knocks a PC unconscious.

Any hit point reducing attack before that can be overcome with Second Wind. Using your "let's look at the rules" philosophy:

Second Wind

You can dig into your resolve and endurance to find an extra burst of vitality.

Hit Points

Hit points represent more than physical endurance. They represent your character's skill, luck, and resolve - all the factors that combine to help you stay alive in a combat situation.

Hit points are not real damage. Hence, the PC is not "hit". Hence, he does not know that he is barely hit.

The DM knows, but the PC does not know. If the PC does not know, the player should not know either.

The player knows that the PC was hit, but the PC really does not know that he ran out of a little luck or skill or resolve.

Therefore, within the rules of the game and the limits of PC knowledge, Insight, and Perception, tell players everything they need to know.
 

What happens if it is a Fort or Will attack? Do you tell the player that Shield won't work on this attack?

As to the "barely hit" syndrome, that is not information that the PCs have.

There are no "hits" in 4E until the very last attack. That one either kills or knocks a PC unconscious.

Any hit point reducing attack before that can be overcome with Second Wind. Using your "let's look at the rules" philosophy:



Hit points are not real damage. Hence, the PC is not "hit". Hence, he does not know that he is barely hit.

The DM knows, but the PC does not know. If the PC does not know, the player should not know either.

The player knows that the PC was hit, but the PC really does not know that he ran out of a little luck or skill or resolve.

Well I disagree that hits don't reflect real damage (what they actually reflect is not remotely something that players of D&D have ever been able to completely agree on). But I agree with your overall point that you shouldn't tell players any more then if the attack hit or missed them. Shield is a perfectly powerful spell as it is without needing that knowledge, and I'd argue it becomes way too good if you tell people that.
 

I will close my thoughts on this that saying I believe shield is the strongest of the wizard utility 2's, but its not out of bounds when compared to other classes.

Clerics get shield of faith, fighters boundless endurance, warlocks beguiling tongue. Compared to those, shield is a solid benefit, but hardly earth shattering.
 

Pets & Sidekicks

Remove ads

Top