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Little Tweaks that Surprisingly Influence Your Campaigns or Game Sessions
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<blockquote data-quote="The Grassy Gnoll" data-source="post: 6764974" data-attributes="member: 6788652"><p>I kind of like a rule from a game called Dragon Warriors, involving shields. Essentially, you roll to hit. Your attack roll v their defence roll (essentially a standard 5e to-hit roll, with your target's AC being Armour+Dex bonus only).</p><p></p><p>If your target has a shield, and if you hit, your target rolls a d6, and on a 1 or 2 the shield takes the hit, effectively making your "hit" a miss.</p><p></p><p>I've not tried it in d&d of any edition, but it's kind of a nice mechanic that makes shields a bit more interesting. Your opponent rolled a 19? Ha! Shield to the rescue.</p><p></p><p>Certainly visualises things more clearly rather than subsuming the shield into the background. </p><p></p><p>I may try it out one day - what do you guys reckon?</p><p></p><p>Let's say you're a level 5 PC with a dex mod of +2 and an AC from armour of 13. Your AC with shield is 17. So you get hit 4/20 times or 1/5 (20%). For every 100 attacks you'd receive 20 hits. </p><p></p><p>Using this rule you'd get hit (AC of 15) 6/20 times, or 30% of the time. But you'd have your shield save you 2/6 (1/3) of the time. So for every 100 attacks, you'd get hit 30 times but 10 of them would get blocked by the shield (20 total).</p><p></p><p>An otherwise unarmoured person with shield (AC 12):</p><p>Hit 9/20, or 45%. 45 hits per 100 attacks.</p><p>With this rule, Ac10 = hit 11/20 (55%) but shield blocks 2 in 6 = 36.67% hits only. 55 hits per hundred reduced to 37.</p><p></p><p>Makes shields much more advantageous for lower AC people.</p><p></p><p>Hmm. Anyway, something like this could definitely give you a chance to use a "damage to armour" mechanic - say 5% cumulative chance of your shield breaking per time it saves you.</p></blockquote><p></p>
[QUOTE="The Grassy Gnoll, post: 6764974, member: 6788652"] I kind of like a rule from a game called Dragon Warriors, involving shields. Essentially, you roll to hit. Your attack roll v their defence roll (essentially a standard 5e to-hit roll, with your target's AC being Armour+Dex bonus only). If your target has a shield, and if you hit, your target rolls a d6, and on a 1 or 2 the shield takes the hit, effectively making your "hit" a miss. I've not tried it in d&d of any edition, but it's kind of a nice mechanic that makes shields a bit more interesting. Your opponent rolled a 19? Ha! Shield to the rescue. Certainly visualises things more clearly rather than subsuming the shield into the background. I may try it out one day - what do you guys reckon? Let's say you're a level 5 PC with a dex mod of +2 and an AC from armour of 13. Your AC with shield is 17. So you get hit 4/20 times or 1/5 (20%). For every 100 attacks you'd receive 20 hits. Using this rule you'd get hit (AC of 15) 6/20 times, or 30% of the time. But you'd have your shield save you 2/6 (1/3) of the time. So for every 100 attacks, you'd get hit 30 times but 10 of them would get blocked by the shield (20 total). An otherwise unarmoured person with shield (AC 12): Hit 9/20, or 45%. 45 hits per 100 attacks. With this rule, Ac10 = hit 11/20 (55%) but shield blocks 2 in 6 = 36.67% hits only. 55 hits per hundred reduced to 37. Makes shields much more advantageous for lower AC people. Hmm. Anyway, something like this could definitely give you a chance to use a "damage to armour" mechanic - say 5% cumulative chance of your shield breaking per time it saves you. [/QUOTE]
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