Shields are terribly janky for a number of reasons


Skills, Feats, Equipment & Spells


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Shields are terribly janky for a number of reasons. I can see them being decent backup options for non-weapon-using bards, clerics, druids, and Fighter Dedication sorcerers and wizards. Otherwise, they are fairly bad for fighters and paladins. They are good for one thing, and one thing only: helping prevent an alpha strike from a high-initiative enemy during the first round of combat, presuming you have an action to spare before said first round of combat.

First of all, so long as you are holding the shield, you take a -1 armor check penalty, and shields are not actually armor, so expert shields do not eliminate this penalty. Shields require an action to raise, and that is rather burdensome when actions are golden during combat. Shield AC bonuses are circumstance bonuses that do not stack with any others, such as cover or screening.

Furthermore, Shield Block requires a reaction (which means no Attack of Opportunity or Retributive Strike), and it prevents you from taking damage only up to the shield's Hardness in damage. The shield takes the full damage, or at least, that is what page 175 explains, with the example of a Hardness 3 shield taking 10 damage. Once the shield inevitably becomes broken, as per page 175, it takes an action to unstrap it, and that is presuming you have a free hand with which to unstrap it. You also need to spend money to keep your shield up-to-date, lest it fall out of usefulness, and you need to constantly repair that expensive shield.

Let us take all of the above into account. A 5th-level fighter or a paladin spends a hefty sum of 900 sp for an expert light shield steel sturdy (level 4 item), with Hardness 8. Yes, it comes only in light shield form. It imposes a -1 armor check penalty. They need to spend an action to raise the shield for an amazing +1 circumstance bonus to AC, which does not stack with any other circumstance bonuses, such as cover or screening. If they blow their reaction (no Attack of Opportunity or Retributive Strike), they can perform a Shield Block. Whenever they Shield Block, they prevent a measly 8 damage (not much of an improvement compared to the 5 damage prevented at 1st level); the shield takes a Dent if the attack dealt 8-15 damage, or two Dents for 16+ damage, and the magic shield is broken at three Dents. Once it is broken, it is dead weight until unstrapped with an action, and then later repaired.

A fighter might even think themselves clever by trying out a Double Slice build with a light shield boss/spikes. That may work at 1st or 2nd level, but by 3rd level, Weapon Expert means that sword pairings, hammer pairings, or axe pairings become more accurate and optimal. Indeed, when I was running my second group through Doomsday Dawn: Part #1: The Lost Star, that is exactly what the 1st-level fighter tried. Suffice it to say, it was rather anticlimactic when their hardness 5 steel shield was broken by a single 10 damage hit in the very first round of the first combat, since it was not even a magic sturdy shield. They had to resort to a golf bag of backup shields to strap on in different fights, and that tactic becomes unfeasible later, when only magic sturdy shields are relevant.

This is awful.


Apparently, I was handling shields taking damage incorrectly; shields are supposed to reduce damage taken by them by their Hardness. That is still a distressing degree of fragility for a shield; a heavy steel shield at 1st-level still breaks if exposed to a 15-damage hit, which is hardly out of the question.

I was wrong about the 10-damage hit in my playtest example, too. It was actually a critical hit that dealt more damage.


The plot thickens on shields. Apparently, page 175 is dubious, because it never actually mentions Shield Block. It could very well be referring to some edge case wherein a shield takes damage from a source other than Shield Block. But then... there seems to be no rule for shields taking damage other than Shield Block.

This is just confusing.


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The test example I looked at, lvl 1 Fighter vs Orc Brute showed that spending your action to raise your heavy shield was a 28% increase in durability. Usually, you're only giving up your third attack which only has a 15-20% chance of hitting.

Shield's AC bonus is pretty good for Fighters with Reactive shield. Sure, they give up their reaction but they get the 28% durability increase and 100% normal offense.

You can also shield block any low damage attack that doesn't equal or surpass your shield's hardness repeatedly further increasing the durability increase.

Grand Lodge

What Zman0 said.

There are several other threads that have addressed the issue of Shields in depth, with suggestions on how to fix some of the biggest issues they have.


Zman0 wrote:

The test example I looked at, lvl 1 Fighter vs Orc Brute showed that spending your action to raise your heavy shield was a 28% increase in durability. Usually, you're only giving up your third attack which only has a 15-20% chance of hitting.

Shield's AC bonus is pretty good for Fighters with Reactive shield. Sure, they give up their reaction but they get the 28% durability increase and 100% normal offense.

I do not know. It is easy enough to go for a shield in a one-on-one duel, but in a group battle environment, losing your reaction that could have been spent on an Attack of Opportunity is a tough sell. It is also hardly out of the question that you will want to maneuver around with Stride actions, try to take out enemies with a Strike followed by a Strike, and so on. Reactive Shield also comes at the cost of mobility from, say, Sudden Charge.

A one-on-one duel scenario misses out on much of the nuance of group combats that whittles down shields' usefulness.


Actually when I looked at the AOO vrs raiseing the shield I saw it as a hmm well is my opponent gonna run cast a spell or attack me. If he runs casts a spell etc then I use the AOO if he attack me then I raise my shield. It doesn't seem that hard of a choice.

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