
Malcolm_Reynolds |
After seeing the FAQ for Spiny Shield, if the intent is that any magic armor should have the recharge power, there are many that are missing it:
RotR:
Shield of Fire Resistance
Deathbane Shield
Reflecting Shield
Winged Shield
Entropy Shield
S&S:
Magic Buckler
Benevolent Buckler
Stanching Buckler
Thanks for all the updates, Vic!

Mike Selinker Pathfinder Adventure Card Game Designer |

We're going over this issue. In the early stages of the game, we were looser about what templates meant. Now we're cleaning them up a bit, prompted mostly by the need for consistency in the Obsidian game and the class decks.
I can tell you that we intentionally kept this power away from all the Bucklers. They do not have the Off-Hand trait, which meant that something had to go to make them not just clearly better than their equivalent Shields.

Frencois |

...
I can tell you that we intentionally kept this power away from all the Bucklers. They do not have the Off-Hand trait, which meant that something had to go to make them not just clearly better than their equivalent Shields.
Which makes a lot of sense. So an easy decision (and easy to remember) would be shield = recharge, buckler = no recharge.

Malcolm_Reynolds |
I can tell you that we intentionally kept this power away from all the Bucklers. They do not have the Off-Hand trait, which meant that something had to go to make them not just clearly better than their equivalent Shields.
Thanks for the clarification. I had noticed bucklers were different. I wouldn't be surprised if that applies to the robes as well.
In case it is useful, here is a more complete list including those mentioned by Nefrubyr and Dave Riley:
RotR:
Shield of Fire Resistance
Arrow-Catching Studded Leather
Deathbane Shield
Snakeskin Tunic
Reflecting Shield
Winged Shield
Entropy Shield
Bard:
Shield of Fire Resistance
Cleric:
Deathbane Shield
Fighter:
Winged Shield
Ranger:
Arrow Catching Studded Leather
Entropy Shield
Rogue:
Arrow Catching Studded Leather
Sorceror:
Robe of Energy Resistance
Robe of Vision
Wizard:
Robe of Vision

Longshot11 |

Huh... Last night I was checking my Deck 4 (just got them a few days ago), and unless I'm mistaken, I think I found a card that probably answers what the designer intent was for shields.
There is this unique shield (I can't remember the name) that is Magic and it's ONLY Power besides the standard Reveal is "Recharge if proficient". If that was always intended as power for all the shields - then there's nothing unique about this card, and it's no different than a generic 'Magic Shield'.. Or maybe I'm missing something?

Longshot11 |

Hah. Yeah,this totally went over my head... Maybe it's just because "Offhand" is such a bothersome power, memory -wise :) It's one of the reasons we almost never carry shields for Combat dmg reduction - it's just not worth it to build your weapons around it, and anyway you slice it - 2-Handers were the best weapons in RotR, both Ranged or Melee. (Spiny Shield and Reflecting Shield were the only two we kept in a party of 6, but that's cause they have properties that are just too useful outside of the Combat check)

Dave Riley |

Offhand is a really bothersome power. I'm sure there were one or two instances where we used a Mokmurian's Club and Reflecting Shield combo without realizing it.
But, I'm in the camp that least-favors armor. It's definitely more relevant in S&S (especially wit my nemesis, the Manticore, who seems to pop up every other game), but still armor's main power seems to be mitigating pre/post encounter damage, which Offhand doesn't matter for, so shields still have their uses, especially the one Reflecting Shield-ish buckler thing. We've only played characters with Light Armor proficiency, so that Shield seems better than just about any other light armor in the deck.