A few simple tweaks that improved my groups games vastly (Shields & Counterspells)


Homebrew and House Rules

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It has been a long time since posting on these forums, but since the success of Pathfinder Unchanged (still around the corner for most), I felt this was the perfect time to simply share a few changes of our own that has vastly improved the feel and quality of our games.

Now first I want to start out by saying these are just two rules changes we introduced, but I feel have had the best/easiest impact on play. When making these changes, we always had golden rules that any changes we made must be easy to explain to players (a few sentences or less), must not break the game, must not break logic/common sense, and must only "fix" what we felt has truly been broken. With that said:

Improved Shields:
A light, heavy, tower shields gain an additional +1 shield bonus. So Bucklers still grant +1, light shields grant +2, heavy grants +3, and tower grants +5. In addition (like how mounted combat feat works), as long as you have a shield equipped, and are still receiving its bonus to AC (didn't shield bash, etc), once per round you can attempt to block an incoming attack. The blocker makes a melee attack roll, if that check is equal to or higher than the attack roll made by your opponent, then the shield takes the damage instead. If the attack roll is a critical, then you can attempt to block the confirmation roll. If successful, the critical hit is a normal hit instead and the shield eats the damage too.

Example: Monster attack 5th level fighter with a 16 STR and a shield. Monster gets a 23 on his attack roll. Fighter attempts to block (hasn't tried this round), and rolls a 25. Success. The monster still rolls damage. Monster does 17 damage. The shield take 17 damage (minus hardness). If the shield breaks, that's it. Get a new shield or kill that monster already.

Improved Counterspelling:
I have always loved the idea of counterspelling, just hated the rules for it. All of the normal rules for counterspelling still apply, except:
As an attack of opportunity, a spellcaster can attempt to counterspell. The spell must still be a valid spell for counterspelling, and must be within range of the spell he is casting. Regardless of success, you cannot cast a spell on your turn (rule for only being able to cast 1 spell a round minus quicken still applies).

Example: Mage A is attempting to cast a 2nd level spell. Mage B attempts to counterspell. He has does not have the Improved Coutnerspell Feat, so he decides to counterspell with Dispel Magic. He must be within medium range to do so (the range of the spell 100 ft. +10 ft./lv). Regardless of success or not, Mage B cannot cast a spell on his turn, except for a quickened spell. He can still use items (wands, staffs, scrolls, potions, etc) and class features or that crossbow you've had sense level 1. This rule allows counterspelling to be more "reactive" than "proactive", which to me is always how its felt in literature.

Well, if these go over well I will post our fixes for metamagic feats (making them worth a while and not outdone by rods), evocation spell damage as well as spell damage dice in general (making high level spells actually feel like higher level spells), and a few specific spell tweaks like Magic Weapon being a worthwhile spell.


There was actually a spell back in the old 3.5e supplement "Heroes of War", called Battlemagic Perception. It was Cleric 3 and Wiz/Sorc 3, Divination, lasted 10 min/level and gave you a bonus to Spellcraft to identify spells, then if you had 5 ranks in Spellcraft it gave you a "spellsense" (the ability to sense any spells or SLA) within Medium range, and the ability to make Spellcraft checks to identify them, and finally it gave you the option to counterspell as a free action without needing line of sight to the spellcaster, but doing so ended the spell.

It was a very good spell, and rather crucial for counterspellers. Even if you had that spell made permanent on your caster, once discharged it only returned at the beginning of your next round, so you could effectively only use it once per round.

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Shadow Knight 12 wrote:

There was actually a spell back in the old 3.5e supplement "Heroes of War", called Battlemagic Perception. It was Cleric 3 and Wiz/Sorc 3, Divination, lasted 10 min/level and gave you a bonus to Spellcraft to identify spells, then if you had 5 ranks in Spellcraft it gave you a "spellsense" (the ability to sense any spells or SLA) within Medium range, and the ability to make Spellcraft checks to identify them, and finally it gave you the option to counterspell as a free action without needing line of sight to the spellcaster, but doing so ended the spell.

It was a very good spell, and rather crucial for counterspellers. Even if you had that spell made permanent on your caster, once discharged it only returned at the beginning of your next round, so you could effectively only use it once per round.

This would be a very useful spell indeed. I like that this allows you to basically overlook the first step in counterspelling.

Grand Lodge

I prefer an active shield system that removes the static AC bonuses, like this.

Dark Archive

Headfirst wrote:
I prefer an active shield system that removes the static AC bonuses, like this.

Actually that IS pretty good. I would still have a static bonus to AC from shields, but overall I think I like that a lot. May have to update my shield rules with that.


Headfirst wrote:
I prefer an active shield system that removes the static AC bonuses, like this.

I like this. I would probably allow multiple blocks by reducing the iterative block by 5. For each one .


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DragonBringerX wrote:
Headfirst wrote:
I prefer an active shield system that removes the static AC bonuses, like this.
Actually that IS pretty good. I would still have a static bonus to AC from shields, but overall I think I like that a lot. May have to update my shield rules with that.

I'll be honest - I like yours better - although I think a mix (no AC bonus - like the second system - but a block eats the damage like yours) would be the best system.

Grand Lodge

Rogar Stonebow wrote:
Headfirst wrote:
I prefer an active shield system that removes the static AC bonuses, like this.

I like this. I would probably allow multiple blocks by reducing the iterative block by 5. For each one .

That was part of the design at one point, but it turned out to be too cumbersome and overpowered. A martial character could become almost un-hittable with just a couple feats and a large shield.


Headfirst wrote:
Rogar Stonebow wrote:
Headfirst wrote:
I prefer an active shield system that removes the static AC bonuses, like this.

I like this. I would probably allow multiple blocks by reducing the iterative block by 5. For each one .

That was part of the design at one point, but it turned out to be too cumbersome and overpowered. A martial character could become almost un-hittable with just a couple feats and a large shield.

Did you try reduced penalties for subsequent hits. Reduced on top of the existing iterative penalties?


I especially like the advanced Shield use ideas.


What if the shield bonus to AC was removed, but applied to your attack roll to block. You would still receive penalties for both iteratives and two weapon fighting.

Dark Archive

After some thought, while I do like the idea of using CMB instead of an attack roll, I think I will stick with my way of shield blocking. Removing AC bonus altogether and allowing multiple blocks is just too much and will slow down game too much. This way allows players an incentive to use sword and board style with added benefit of "maybe" able to block one attack per round.

There were a couple of things I realized I forgot to post:
Shield blocking is supposed to be an immediate action (something martials rarely use anyway), you can't be flat-footed to use block, you have to be proficient in a shield to use the block, and we changed shields to count against Touch AC NOT flat-footed AC. It doesn't make sense that a rogue has to get through your shield when sneak attacking, and you cant block an incoming vial of acid.

Grand Lodge

I agree on the shield thing, really a shield should always could towards you AC for all types unless it is strapped to your back.

I do enjoy the activeness of the shield block but I did have a PC player get made when I use a swashbuckler against them and he just couldn't hit them.

So I do enjoy your tweeks and would like to see your meta magic ones.

Grand Lodge

I've tinkered further with the system and come up with this:

When you have a shield equipped with which you're proficient, you can roll your CMB to block an incoming attack as an immediate action. Bucklers grant a +1 bonus on this roll, small shields +2, large shields +3, and bucklers +4. If you're not proficient with shields, you can only block using a readied action.

Simple and easy.

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