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General Tabletop Discussion
*Dungeons & Dragons
(no more) boring shields
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<blockquote data-quote="Stormonu" data-source="post: 6070682" data-attributes="member: 52734"><p>Of late, I too had been considering getting away from a flat AC bonus and going to an "active parry" sort of system. Different size shields can add a varying bonus to the parry. A buckler might add +0, a large shield might add +2. The big question is, how many times per round can the shield be used? Personally, I'd probably go with each use costing a CS die, possibly with a max per round based on shield size.</p><p></p><p>However, I think I'd ditch the HP part. With the looks of how damage may scale in 5E, after a level or two, shields wouldn't survive a single hit. If you are going to track "durability" (which I wouldn't, unless you want to track armor HP as well), at worse I'd go with X hits before the shield is "broken" - maybe add a random roll to the base # for some variance and keep the shieldbearer guessing.</p><p></p><p>However, with rules for disarm/sunder, I don't think you really need to track shield hp.</p><p></p><p><Edit:> This would probably be best done as a module/feat. Basic shield works as it does now, but you can pick up an ability that let you turn it into an active defense that should be better than a normal weapon or off-hand weapon parry.</p></blockquote><p></p>
[QUOTE="Stormonu, post: 6070682, member: 52734"] Of late, I too had been considering getting away from a flat AC bonus and going to an "active parry" sort of system. Different size shields can add a varying bonus to the parry. A buckler might add +0, a large shield might add +2. The big question is, how many times per round can the shield be used? Personally, I'd probably go with each use costing a CS die, possibly with a max per round based on shield size. However, I think I'd ditch the HP part. With the looks of how damage may scale in 5E, after a level or two, shields wouldn't survive a single hit. If you are going to track "durability" (which I wouldn't, unless you want to track armor HP as well), at worse I'd go with X hits before the shield is "broken" - maybe add a random roll to the base # for some variance and keep the shieldbearer guessing. However, with rules for disarm/sunder, I don't think you really need to track shield hp. <Edit:> This would probably be best done as a module/feat. Basic shield works as it does now, but you can pick up an ability that let you turn it into an active defense that should be better than a normal weapon or off-hand weapon parry. [/QUOTE]
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