I have a problem with shields


Homebrew and House Rules


Making this real short. I feel shields need more defense.

My idea:
Similar to the parry feat(maybe not a real feat as i can't find it).

Rules:
Any off-hand shield attacks that you possess (through the two weapon fighting feat) may be foregone in order to block an attack on your opponent's turn. You must choose which offhand attack is foregone before you make your attack action for the round. This must be used along with a full attack action(you must actually take the attack just on the opponent's turn). When an opponent strikes you on their turn after yours you may make an attack roll, modifier equal to the foregone attack, against their attack roll. If you beat their attack roll... attack is negated, damage is halved, something along those lines.

My question: does this seam reasonable? How would you do it? If you do not agree that the shield is underpowered in a defensive way feel free to refrain from posting due to disagreeing with the underlying cause of this original post.


While I agree that shields seem a little weak in terms of defense they provide, do think carefully before jacking up the defense they provide. An improvement like the one you mention might work as a feat, but I would only introduce it if I really felt that melee combat needed to be more complex.

The 10% or so defensive increase that a large shield provides is actually significant when interpreted as aggregate damage avoided. I made the mistake of increasing the defensive options in my own game (by adding helmets) and I grew to regret it.

The rule you've suggested makes sense in a certain context (combat vs. similarly equipped NPCs) but isn't really a measure against a dragon or a giant.

I agree in spirit, but recently I've found that rules like this don't really work out in the context of the whole game.


I can't remember for sure the specifics, but I do know that the Conan RPG, which is based on d20 rules, has rules for defensive rules, so if you have access to those, or are even somewhat interested in Conan, you may want to take a look at those and see if they are useful to you.


I may an interlocking warshield once.

Seemed like a really good idea, it's a more offensive/defensive shield, multipurpose.

Then again, probably not worth it. No one seems to comment on my most desired homebrews, and oddly enough they are the ones that are most thought out ><

Oh wells.

Anyway, I'll post my warshields for you later.

As for your idea, I might have something for you later.


I thought about allowing shields to add to some saves,reflex for breath weapon and such. Also toyed with it adding to touch AC as well


seekerofshadowlight wrote:
I thought about allowing shields to add to some saves,reflex for breath weapon and such. Also toyed with it adding to touch AC as well

Actually, you can already do all of this with tower shields.


You can do the cover/reflex thing with towers. Well, I'm not so sure about reflex.

Aside from that, the touch thing would probably be bad. As that's the close ranged, body attacks, the are not aiming for armor or bypass it easily as all hell.

Dunno

Anyway, perhaps allowing shields to grant a reflex bonus is a good idea.


Cover bonuses apply to touch AC, and having cover from the origin of a burst, line, or cone attack grants a Reflex save bonus.


What about if you're directly behind the a tower shield, and a ghost just attacks right through it.

I doubt you still get a touch bonus.


Incorporeal creatures ignore cover, so yeah.


>.> Oh.


Here, my crappy but maybe good concept for Interlocking Warshields.

Quote:


Exotic Weapon

Description: An interlocking warshield can be made in many shapes, but one such shape is that of the yin and yang. One interlocking warshield shaped like a yin would have blades along it's edge. The shield also has a lockable rotation device so that it can be unlocked turned, and then locked into place again. This serves in helped to properly combine an interlocking warshield with its counterpart. When two interlocking warshields are combined to form one, it functions as a single, larger shield. The sheer weight of which when combined is capable of inflicting more damage.

Light Interlocking WarShield (Steel)
Cost: 159 Gold
Damage: 1d4 Slashing, x2 (x3 when Interlocked)
Independent AC: +1
Interlocked AC: +2
ACP: -1
Interlocked ACP: -3
ASF: 5% Per
Interlocked ASF: 10%
Weight: 8 lbs.
Interlocked Weight: 16 lbs.

Special Ability:
Interlock
An interlocking warshield is so crafted that it can be locked together in formation with another interlocking warshield of the same size and type. By interlocking the warshields they form a single shield, this interlocked shield is a bit bigger than a shield one size category larger than. A pair of Interlocked Warshields functions as one shield, and one weapon.

Interlocking a pair of Warshields can be done as a standard action.
If you have a Base Attack bonus of +8 interlocking a pair of warshields is only a move action.

Heavy Interlocking Warshield (Steel)
Cost: 170 Gold
Damage: 1d8 Slashing, x2 (x3 when Interlocked)
Independent AC: +2
Interlocked AC: +4
Interlocked Max Dex: +1
ACP: -2
Interlocked ACP: -5
ASF: 15%
Interlocked ASF: 30%
Weight: 19 lbs.
Interlocked Weight: 38 lbs.

Special Ability:
Interlocked
An interlocking warshield is so crafted that it can be locked together in formation with another interlocking warshield of the same size and type. By interlocking the warshields they form a single shield, this interlocked shield is a bit bigger than a shield one size category larger than. A pair of Interlocked Warshields functions as one shield, and one weapon.

Interlocking a pair of Warshields can be done as a standard action.
If you have a Base Attack bonus of +8 interlocking a pair of warshields is only a move action.

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