Timothy Toomey's page

Organized Play Member. 6 posts. No reviews. No lists. No wishlists. 1 Organized Play character.



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duje wrote:
Draco18s wrote:
duje wrote:

Real shields were not actually sturdy, because it was beneficial for the sword to bite in your shield because that way you trap the sword and disarm the other guy.

Shields were basically one-time use items, in battles if you had any action, you would probably need to replace parts of your shield afterwards, maybe even just boss would be all that is left.

[Citation Needed]

This guy, who wrote an entire book about shields, says otherwise.

well he is wrong, when shields were most used, i.e they were common armament. they were very thin, especially at the edges, as many survived shields of the era show, they were not made heavy.

Only later in full plate era, we see metal shields and heavy wooden shields with metal around the edges, those were also much smaller because added thickness and material made them heavy.
Those shields were made for minority of full plate guys fighting against hammers and polearms, they are vastly inferior against swords than those before, but because full plate makes you invulnerable to swords it doesn't matter how good they are against edged weapons.

What matters is context, now i dont think an RPG should be that complex to go that much into realism, because basically to kill someone in full plate you need to knock them out by hitting them in the head with high impact force weapon then finish them while they are out, or wrestle them to the ground, open visor and dagger to the face.
Chainmail makes you immune to slashing and resistant to piercing when worn with gambeson as it should be, but maces break bones through them...
Or successfully catching a sword with a large thin shield would give you disarm, and million other minutia

You are so completely and fundamentally wrong it's not even funny. If shields were even half as fragile as you're trying to claim, they would never have been as prevalent in battle as they were historically.

https://youtu.be/C54OIRhyEhI here, have a link to some empirical, physical evidence that shields were FAR tougher than your ridiculous assertions.


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houser2112 wrote:
They needed to do something to make two-handed weapons more attractive.

No, they didn't. Two handed weapons were THE definitive melee choice in PF1. It's SHIELDS that needed to become more useful and attractive in 2E.


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Peter Halvorson wrote:
gigyas6 wrote:
DC scales 12(1), 14(2), 16(3), 18(4), 20(5), 22(6), 24(7), 26(8), 28(9), 30(10), and so on and so forth.

I see the DCs increasing, but don't see a problem. I thought DCs were rather easy and hope they get tougher.

One skill rank per level takes care of half the increase. Ability boosts every 5th level. Mark 1, 2 and 3 ability augmentation by 9th level. Computer improvements in the ship every third level. Items and boons. Class features improving skills. Feats.

Don't see the problem. Same for many of the skill checks built into the game. A Ghost Operative can take 10 on Trick Attacks from seventh level on.

Several people have carefully detailed out the math of how player bonuses do not grow at a rate that even comes close to keeping up with the DCs. How do you not see the problem?

Full Name

Donatello Reich

Race

Human

Classes/Levels

Monk 3

Gender

Male

Size

Medium

Age

27

Alignment

LN

Location

Old Orleans

Languages

Common

Occupation

Ex-Bounty Hunter

Strength 16
Dexterity 13
Constitution 12
Intelligence 10
Wisdom 16
Charisma 10

About Don, He Who Walks Behind

Equipment:
Head: Chinese General Hat, 6 DR, 1lb

Chest: Outfit (Monk's), 2lb
Raider Paingiver Armor, 18DR, 5lb

Belt:

Pouche(1), 1.5lb
10 box, 6 shells

Pouche(2), 1.5lb
Potion Cure Light wounds x4
Potion of Cure moderate

Pouche(3), 1.5lb
Sunrod, 1lb x3

Hand:

Backpack, 2lb
Artisan's Tools (Caliigraphy), 5lb
Rope, Silk (250 ft)
Ink(1 oz Vial)x5
Inkpen
Flask (Fire Whiskey), 1.5lb
Ration's, Trail, 1lb x10
Outfit (Cold-Weather), 7lb
.38 special
2 mags ^
Flint and Steel

Sack, 0.5lb
174 [.32] shells

Case, Map or Scroll, 0.5lb
Paper (Sheet)x10
Parchement (Sheet)x10


Forms of attacks:
Weapon 1: Name: Flurry
Damage: 2d6+3/2d6+3
Critical multiplier:x2
Range: 5ft
Weight: 0lb
Damage Type: Bludgeon
Special Properties:

Weapon 2: Name:Unarmed Strike
Damage: 2d6+3
Critical multiplier:x2
Range:5ft
Weight:0lb
Damage Type: Bludgeon
Special Properties:

Weapon 3: Name: Varmint Rifle (Missfire 1-3)
Damage: 2d8+1 / 2d8
Critical multiplier:19-20/x2
Range: 30ft / 50ft
Weight: 7lb
Damage Type: Pierce
Special Properties: 5cli, 5+1box

Weapon 4: Name: Rapid Shot
Damage: 4d8+2 / 4d8
Critical multiplier:x2
Range: 30ft / 50ft
Weight:
Damage Type: Pierce
Special Properties: Requires Full-Round Action


Feats:
Feats:
(Bonus)
Improved Unarmed Strike
Stunning Fist
Deflect Arrows- Once per round, when you would be hit with a ranged
attack, you may deflect it for no damage. You must be aware of the attack
and not flat-footed.

(Standard)
Point Blank Shot- You get a +1 bonus on attack and damage rolls
with ranged weapons at ranges of up to 30 feet.
Rapid Shot- When making a full-attack action with a ranged weapon,
you can fire one additional time this round. All of your attack rolls take
a –2 penalty when using Rapid Shot.