| cranewings |
So to put this in context, the game world I run has mostly characters from levels 1 to 6. I like to try to keep it real.
In addition to that, bonuses from the big six magic items are handed out as skill bonuses as the character levels. By 6th level, I usually give characters +3 AC an +1 strike and damage. Every character gets these same bonuses, two handed weapons and sword and board alike.
This has lead to a bigger power gap between THF and sword and board, sense the THF gets all that extra damage AND the enhancement bonuses to AC you would normally need a shield to get.
The AC bonus with a shield can be boosted some by feats, but for the most part its only good if you are attacking with it all the time.
To balance things out, I wanted to add something on for the shield guys.
I mostly perceive hit points, and my players agree, as skill, luck and divine favor - the overall ability to protect yourself during a fight(We have odd healing rules as well).
I was thinking that sense THF do about 50% more damage than the sword and shield guy, I could just give the guys with shields 50% more HP, provided they aren't attacking with them.
What do you think?
As an added rule, I could tell them to keep the extra HP in a separate area, and if they ever put down or attack with their shield, they lose access to their shield HP for 3 turns. When their shield HP comes back, its based on their current regular HP.
| cranewings |
Shield Health - House Rule
When a character picks up a shield and uses it without attacking or putting it down, he gains a number of temporary HP equal to 50% of his current health. These HP are recorded separately and are not depleted until the character loses all of his other hit points. At that point, damage comes off of his shield HP.
Should the character attack with his shield, put it down, or be disarmed of it without immediately recovering, his shield health total is reset to 50% of his current total.
For example, Fredrick Thornleaf the 2nd level elven fighter has 20 HP. When he goes into battle, he takes a shield and so gains 10 points of shield health. After taking 22 points of damage from a barbarian's 2 handed sword, he is reduced to 0 health in his main pool and 8 health in his secondary.
In a fight later that day, Fredrick finds himself in a fight with a couple skeletons. Finding his sword ineffective, he kills one with his shield. Fredrick had been reduced to 10 HP during that fight, so when he made the decision to attack with his shield, his shield health was reduced from 10 to 5.
Should a character with 0 HP and some remaining shield health be relieved of his shield, he is returned to 1 hp and 0 shield health, even if he picks it back up.
| riatin RPG Superstar 2010 Top 32 |
Seems like an overly complicated solution to a problem that doesn't really exist.
You want more realistic combat and level caps at 6th? Why give the +3 AC bonus at all? The shield users should have higher AC's anyhow.
An alternative solution is when a character reaches 6th level, they get to choose a free Boost ability, either Weapon Boost or Shield Boost. Weapon Boost would give the +1 attack and damage, while shield boost would give +2 AC. Everyone would get a +1 bonus to AC at 6th that would stack with the shield boost if they decided to opt for it.
| Kaisoku |
I'd go for something different:
Double your Shield bonus to AC (non-enhanced) when Fighting Defensively or Total Defense, or against ranged attacks from opponents you are aware of (and you aren't flat footed).
Also, apply the Shield bonus to Reflex saves (which can be increased in the above situations).
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A sword and boarder picks up the shield to get defense. Hitpoints need to remain static, because they are otherwise too hard to track (temporary hitpoints vs temp CON is bad enough). Tying hitpoints to something as ephemeral as holding a piece of equipment bogs things down too much.
Increased defense (in certain situations that make sense), and boosting Reflex saves reinforces the "resiliency" factor, without making things too hard to track (one extra set of AC and Reflex saves to check depending on the situation).
I wouldn't bother with worrying if they use the shield as a weapon, there are rules for that already (Shield AC doesn't apply unless you have the feat that lets you bash and keep AC).
Helaman
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E6 holds up fine without needing to involve the Big Six and give an AC bonus items etc.
I do have these house rules for my E6 games...
Monks get +1 AC to their normal AC progression.
Dodge as a feat giving +1 additional AC for unarmoured characters (monks get their +1 AC additional at level 1, and do not get the additional house rule bonus from the Dodge feat)... with the proviso that Light Armours give DR1, Medium DR2 and Heavy DR3 (Full plate gives DR4).
Lower AC's don't necessarily hurt so bad then because SOME measure of damage is being reduced.
(I do remove HPs from the armour so it necessitates repairs but thats not what you asked for)
Unarmoured characters get +1 initiative, light armours have no modifier, medium armours -1 initiative and heavy armours -2 initiative.
So with Dodge, your bare chested Conan is gonna get +2 AC and +1 initative. Sir Smitealot in chainmail may get normal AC but he'll be taking slightly less damage. Of course he'll need constant funds or time to repair his armour.
You may also want to check out this...
http://www.d20srd.org/srd/variant/adventuring/armorAsDamageReduction.htm#ar morDamageReductionValues