Shield block


Rules Discussion


Do you get told the amount of damage before choosing to block or choose without knowing the total damage?


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You get told the amount of damage.


Captain Morgan wrote:
You get told the amount of damage.

That's what I say too, but is there a specific set of text in the rules for me to point out to a group member that disagrees and says it's meta gaming to know the number before choosing?


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ohyeah21 wrote:
Captain Morgan wrote:
You get told the amount of damage.
That's what I say too, but is there a specific set of text in the rules for me to point out to a group member that disagrees and says it's meta gaming to know the number before choosing?

It's been stated by the designers few times. If you go through Mark Seifter's posts long enough you'll probably find it.


ohyeah21 wrote:
Do you get told the amount of damage before choosing to block or choose without knowing the total damage?

I think there is a rule saying you can hear the damage first in the shield block feat, but if it doesn't say it still not meta gaming that much, that is like someone saying asking someones health is meta gaming

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HouseOfOnion wrote:
that is like someone saying asking someones health is meta gaming

And many people consider that metagaming too. It depends on the group and the rules you are using. 2E does remove the stigma with a number of things that were considered metagaming in 1E. Those rules come right out and say, or at least strongly suggest, that some metagaming is expected in 2E. If you make people use the shield reaction without knowing the damage first, no one will ever do it. The risk of losing the shield and the +2 to AC is too high.


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The rule that tells us that you know the damage before you choose whether or not to use Shield Block is the step-by-step process of damage found on page 450 of the core rules.

Specifically; Step 4 "If any damage remains, reduce the target's Hit Points by that amount" of those rules combined with "you would take damage" from the Shield Block trigger description. You can't get to the point of knowing you would take damage without also knowing the value of that damage.

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This has been discussed a bunch of times. To quote myself from an earlier thread...

Cydeth wrote:
It's triggered when you 'would take damage from a physical attack', which is step four of damage, after applying resistances, immunities or the like (if an attack did 4 piercing damage and 6 fire damage to a skeleton, but the skeleton had Piercing Resistance 5, it would take no physical damage, for instance). Thus, you should know exactly how much damage is coming of what types, from how I read the book.

And ninjaed while I looked it up. Ah, well.


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ohyeah21 wrote:
Captain Morgan wrote:
You get told the amount of damage.
That's what I say too, but is there a specific set of text in the rules for me to point out to a group member that disagrees and says it's meta gaming to know the number before choosing?
Quote:

SHIELD BLOCK [reaction] FEAT 1

GENERAL
Trigger: While you have your shield raised, you would take
damage from a physical attack.

You snap your shield in place to ward off a blow. Your shield
prevents you from taking an amount of damage up to the
shield’s Hardness. You and the shield each take any remaining
damage, possibly breaking or destroying the shield.
Quote:

Damage

In the midst of combat, you attempt checks to determine
if you can damage your foe with weapons, spells, or
alchemical concoctions. On a successful check, you hit
and deal damage. Damage decreases a creature’s Hit
Points on a 1-to-1 basis (so a creature that takes 6 damage
loses 6 Hit Points). The full rules can be found in the Hit
Points, Healing, and Dying section on page 459.
Damage is sometimes given as a fixed amount, but more
often than not you’ll make a damage roll to determine
how much damage you deal. A damage roll typically uses
a number and type of dice determined by the weapon
or unarmed attack used or the spell cast, and it is often
enhanced by various modifiers, bonuses, and penalties.
Like checks, a damage roll—especially a melee weapon
damage roll—is often modified by a number of modifiers,
penalties, and bonuses. When making a damage roll, you
take the following steps, explained in detail below.

1. Roll the dice indicated by the weapon, unarmed
attack, or spell, and apply the modifiers, bonuses,
and penalties that apply to the result of the roll.
2. Determine the damage type.
3. Apply the target’s immunities, weaknesses, and
resistances to the damage.
4. If any damage remains, reduce the target’s Hit
Points by that amount.

You don't take damage until step 4. Shield Block triggers when you would take damage. It is impossible to get to step 4 without knowing the damage.


some people (a lot of them actually) get too hung up on what is or isn't "metagaming" and forget to let things which their character absolutely should have an idea of translate.

Relevant example: You getting to know how much damage your attacker is doing before you commit to blocking with your shield let's your character be able to see how threatening their opponent's attack appears to be.

Not having the damage total leaves your character blindly guessing at whether the attacks coming toward them are trivial slaps, bone-crushing thuds, or somewhere in between.

And the worst is when the player is trying so hard to not "metagame" that they actually do use just as much of the out-of-character information but deliberately make a bad choice for their character with it - like unintentionally seeing the big dice pool rolled for damage by a monster, not wanting the allegedly unfair advantage of their character thinking "that looked extremely dangerous" and then making whichever choice is worse for their character (could be not blocking and getting knocked out as a result, or blocking when clearly that'd destroy the magical shield they don't want to lose).


This is a bit old of a post, but it is relevant. Shield Block now says that you and the shield each take the remaining damage. So, does that mean that both of you take the full remaining damage, which makes it far less useful, or do you still split the damage between you, half and half?


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PMSchulz wrote:
This is a bit old of a post, but it is relevant. Shield Block now says that you and the shield each take the remaining damage. So, does that mean that both of you take the full remaining damage, which makes it far less useful, or do you still split the damage between you, half and half?

Shield Block has said, "You and the shield each take any remaining damage," since the 1st printing of 2e. It has never been half and half


Baarogue wrote:
PMSchulz wrote:
This is a bit old of a post, but it is relevant. Shield Block now says that you and the shield each take the remaining damage. So, does that mean that both of you take the full remaining damage, which makes it far less useful, or do you still split the damage between you, half and half?
Shield Block has said, "You and the shield each take any remaining damage," since the 1st printing of 2e. It has never been half and half

Well, that really just gives the opponent free damage, and really doesn’t match real world. Oh well. Been doing it wrong for a while. To be fair, I only had one character using a shield for a long time, and it’s usually boosting his AC enough to be missed.

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PMSchulz wrote:
Well, that really just gives the opponent free damage, and really doesn’t match real world. Oh well. Been doing it wrong for a while. To be fair, I only had one character using a shield for a long time, and it’s usually boosting his AC enough to be missed.

Generally your equipment doesn't otherwise take damage, so your shield also taking damage is generally only relevant to future shield blocks.

You are still reducing the damage by hardness first, and saving the user from such damage.

Also on low damage strikes, you might end up taking much less over all even applying to both for example you get hit for 6 damage while wielding a steel shield. Shield blocking results in you and your shield each taking 1 damage.


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Shield block in this system is supposed to be a means to gain what essentially amounts to resistance(hardness) while being bound to a resources limiting how many times you can use it without a rest (shield health).

We can see this in the playtest materials where shields removed a set amount of incoming damage but instead gained "dents" depending on the damage of the bloced attack, being unable to be used when broken.

It is not supposed to be a secondary healthbar.


I wonder if after fully digesting the new mechanics of 2e now with all the others aspects of 10 minute rest activities (focus points, treat wounds, recovering versatile vials, etc.), players would be open to returning to the original 'dent' system. It's certainly simpler. It seemed like it was just too much change at the time.

Although it would mean shield blocking the big hits would be the same as blocking the small hits.


Maybe, it's certainly less numbers to have on the sheet but I think that system also leaves shields in a much weaker state at later levels for the same reason sturdy shields used to be the only real shield being used. Maybe if they did a few readjustments.

Just for context to those reading this who arent aware.
*The old dent system worked similar to health but items generaly became broken at 2 dents and destroyed at 3
*The shield reduces damage it takes by its hardness, Character and shield each take the remaining damage when using shieldblock, same as now.
*If the remaining damage meets or exceeds the hardness the item gains a dent. It recieves two dents if the remaining damage meets or exceeds double the hardness value.

For it to be a usable system they would need to adress the way hardness doesnt scale to match incoming damage as level increases for one, and maybe revaluate how an item gains dents to begin with.


NorrKnekten wrote:

Shield block in this system is supposed to be a means to gain what essentially amounts to resistance(hardness) while being bound to a resources limiting how many times you can use it without a rest (shield health).

We can see this in the playtest materials where shields removed a set amount of incoming damage but instead gained "dents" depending on the damage of the bloced attack, being unable to be used when broken.

It is not supposed to be a secondary healthbar.

Eh, your mostly correct but at high levels if someone takes Quick Repair and gets to legendary in crafting you could literally fix your shield every round (multiple times a round) for 1 action. Meaning you can extend the life of your shield a decent amount for 1 action, while still contributing otherwise with your other two actions.


Well yes, But thats not really different from feats that gave you extra uses of something. It still only removes a flat amount damage from single hits instead of acting like a % damage reduction.


NorrKnekten wrote:

Well yes, But thats not really different from feats that gave you extra uses of something. It still only removes a flat amount damage from single hits instead of acting like a % damage reduction.

Yes....but were you expecting to get a % of damage reduction?

Not only would that be harder to calculate (you have to do multiplication rather than addition/subtraction) but it would likely be too strong.

If shield could always reduce incoming damage it means big sources of damage are better mitigated, but even small hits still have some damage go through. Whereas now small hits can be completely negated. And big hits likely just destroy you shield.

Personally I like the system as is.


Claxon wrote:
NorrKnekten wrote:

Well yes, But thats not really different from feats that gave you extra uses of something. It still only removes a flat amount damage from single hits instead of acting like a % damage reduction.

Yes....but were you expecting to get a % of damage reduction?

Read a few posts up.

PMSchulz wrote:
This is a bit old of a post, but it is relevant. Shield Block now says that you and the shield each take the remaining damage. So, does that mean that both of you take the full remaining damage, which makes it far less useful, or do you still split the damage between you, half and half?

This is the part I was adressing initially along with the others who responded to it. as splitting damage 50/50 means a creature would need to not only overcome hardness, but each point of damage the shield takes is a point of damage not taken by the character. Turning it into a secondary healthbar.

Which.. just isnt the case, I too prefer the system how it is right now even if I could see a return to dents if they actually adjusted it for the modern state of the game.


I see, I follow now.

But I'm pretty sure that poster was just in error, as there was never a split the damage version.


Claxon wrote:
NorrKnekten wrote:

Shield block in this system is supposed to be a means to gain what essentially amounts to resistance(hardness) while being bound to a resources limiting how many times you can use it without a rest (shield health).

We can see this in the playtest materials where shields removed a set amount of incoming damage but instead gained "dents" depending on the damage of the bloced attack, being unable to be used when broken.

It is not supposed to be a secondary healthbar.

Eh, your mostly correct but at high levels if someone takes Quick Repair and gets to legendary in crafting you could literally fix your shield every round (multiple times a round) for 1 action. Meaning you can extend the life of your shield a decent amount for 1 action, while still contributing otherwise with your other two actions.

Ehh... There are some caveats to the actual Repair action that makes it much harder to do that.

The very first sentence of the repair action:

Quote:
You spend 10 minutes attempting to fix a damaged item, placing the item on a stable surface and using the repair toolkit with both hands

While Quick repair addresses the time/actions saved, it does nothing for the rest conditions of the base action.

Even if someone argued that your hands are "a stable surface", you'd still need 2 free hands to actually use Repair.

So, at Legendary proficiency, at minimum, the whole activity would take 2 actions to release the Shield, repair it, and re-equip it, assuming your other hand is free. 3 actions if the other hand isn't free. And that's for 25-50hp heal on the shield.

Not sure how worth it is to spend your whole round for 25/50hp repeatedly.


That's fair, needing a "stable surface" and to use both hands with the repair kit are challenges that may vary table to table about how they approach that.


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Theres also the fact that shields were clarified to be strapped to you in the remaster, So you unless a GM rules it being strapped to you as a "stable surface" you do need to spend an action to detach it from you, ontop of the repair and re-attachment.

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