Shield Block and Flurry of Blows


Rules Discussion


Do you combine the Flurry of Blows damage for the purposes of overcoming hardness/damaging a shield?

Flurry refers to "resistances and weaknesses" and Shield Block refers to "hardness."


Since shield block is triggered by "you would take damage" and that step of damage resolution is after applying resistances and weaknesses, yes the damage would have been combined prior to the application of hardness from shield block.


Would this shield block only apply to 1 attack of the 2 ? Because the trigger mention 1 attack...

Quote:


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

and flurry of blows consider this to be 2 strikes.

Quote:


Make two unarmed Strikes. If both hit the same creature,

Dark Archive

Shield Block wrote:

[Reaction]

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.

Flurry of Blows wrote:

[1 Act]

Make two unarmed Strikes. If both hit the same creature, combine their damage for the purpose of resistances and weaknesses. Apply your multiple attack penalty to the Strikes normally. As it has the flourish trait, you can use Flurry of Blows only once per turn.

The trigger from Shield Block is not "from 1 physical attack", but is instead "from A physical attack". The difference is small but there is a difference. "A" is more in line with "at least 1". In most cases, this is not relevant, since the Shield Block is a reaction and you only get 1 each round. If you are still in doubt about the difference between "a" and "one", HERE you'll find many examples.

The Flurry of Blows act is A physical attack, even if they are composed by 2 Strikes. Notice that the description of the Shield Block ability doesn't care anymore about the number of attacks, just about the damage that would be dealt.


Sir Longears wrote:
Shield Block wrote:

[Reaction]

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.

Flurry of Blows wrote:

[1 Act]

Make two unarmed Strikes. If both hit the same creature, combine their damage for the purpose of resistances and weaknesses. Apply your multiple attack penalty to the Strikes normally. As it has the flourish trait, you can use Flurry of Blows only once per turn.

The trigger from Shield Block is not "from 1 physical attack", but is instead "from A physical attack". The difference is small but there is a difference. "A" is more in line with "at least 1". In most cases, this is not relevant, since the Shield Block is a reaction and you only get 1 each round. If you are still in doubt about the difference between "a" and "one", HERE you'll find many examples.

The Flurry of Blows act is A physical attack, even if they are composed by 2 Strikes. Notice that the description of the Shield Block ability doesn't care anymore about the number of attacks, just about the damage that would be dealt.

Actually, it's not. I was going to post something similar, but then I noticed that Flurry of Blows doesn't have the Attack Trait. Flurry of Blows is not an Attack, each Strike that makes it up is. This makes it a valid question with an unclear answer.


Aratorin wrote:
Sir Longears wrote:
Shield Block wrote:

[Reaction]

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.

Flurry of Blows wrote:

[1 Act]

Make two unarmed Strikes. If both hit the same creature, combine their damage for the purpose of resistances and weaknesses. Apply your multiple attack penalty to the Strikes normally. As it has the flourish trait, you can use Flurry of Blows only once per turn.

The trigger from Shield Block is not "from 1 physical attack", but is instead "from A physical attack". The difference is small but there is a difference. "A" is more in line with "at least 1". In most cases, this is not relevant, since the Shield Block is a reaction and you only get 1 each round. If you are still in doubt about the difference between "a" and "one", HERE you'll find many examples.

The Flurry of Blows act is A physical attack, even if they are composed by 2 Strikes. Notice that the description of the Shield Block ability doesn't care anymore about the number of attacks, just about the damage that would be dealt.

Actually, it's not. I was going to post something similar, but then I noticed that Flurry of Blows doesn't have the Attack Trait. Flurry of Blows is not an Attack, each Strike that makes it up is. This makes it a valid question with an unclear answer.

Flurry of blows is not an attack but strikes are... ( since you guys are correcting me on other stuff (which is fine by the way, helps me understands the rule ) I figured you may want to consider this an attack or 2.

Dark Archive

The strikes the Flurry of Blows action gives do have the Attack trait as you pointed out. These are called "Subordinate Actions" and in most cases it is essentially the same as saying that Flurry of Blows is an attack, even if it is not (much like Power Attack).

If the Shield Block trigger will be activate by the use of Flurry of Blows or it's Strike is a technicality, for when you need to determine the amount of damage a creature takes, you need to follow certain steps:

Damage wrote:

[...]

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.

If you are simply making two Strikes, and an enemy uses Shield Block, each Strike would have to follow steps 1-4, with Shield Block being triggered on step 3 (or 4, depending on the interpretation) of the first Strike only. The second strike would not be reduced unless the enemy can use more than one Reaction per turn.

However, when you are using Flurry of Blows, it specifically instructs you to add both damage rolls BEFORE applying resistances and weaknesses, so this should happen before step 3. If both the Strikes from Flurry of Blows hit, the damage is added BEFORE the Shield Block triggers and it does trigger only when you would deal damage to your enemy, not when it is the target of an attack.

Essentially, Flurry of Blows change the mentioned steps to be like Steps 1-2 for the first Strike, Steps 1-2 for the second Strike, then continue to steps 3-4. Ruling this otherwise would make Shield Block work as an exception, but unlike Flurry of Blows it does not instructs us to how.


Not so sure on this one, maybe because not a native speaker.

I'd follow the line of reasoning as per the above but to me "...combine their damage for the purpose of resistances and weaknesses." very much sounds like "only add them up for phase 3, so you don't trigger weaknesses or resistences twice", however I admit that treating them separate after phase 3 would make things even weirder, especially if you have both resistance and a shield up and possibly even multiple blocks ready.


I consider flurry of blows from the wording as 2 strikes for 1 action with the added bonus of the purpose of resistance to add together before applying it.

This means I can shield block the first strike only or the second strike only

and shield block is " not a resistance " either.

so I would add up whatever is over the hardness + the second strike together then apply the resistance.


The problem is that you can't do that. Shield Block definitively applies after Resistance/Weakness. Because you have to combine the damage for Resistance/Weakness, the only consistent way to apply Shield Block is to combine the damage for that as well, as there's no good way to separate the damage again after applying Resistance/Weakness.


Aratorin wrote:
The problem is that you can't do that. Shield Block definitively applies after Resistance/Weakness.

I'm sorry I don't see why...

If a normal hit comes my way ( not a flurry, twin strike, hunted shot ) and you decide to shield block... You apply resistance first before resolving shield block ?


After reading the arguments posted...

1. As written, Flurry of Blows is two separate strikes but has a special condition that allows it to apply once for Weakness/Resistance. This is similar to several other abilities e.g. Hunted Shot, Twin Takedown.

2. Technically, a shield is not resistance/weakness, ergo, you would not combine the damage.

3. However, if we flip this questions around and ask, "Should a monk with Flurry of Blows be allowed to combine the damage to break through a shield?" I suspect most people would logically think so. The point or intent behind Flurry of Blows/Hunted Shot/Twin Takedown, is to give the user a single damage calculus, better action economy, but at the expense of increased MAP.

It's been stated that if you use FoB/HS/TT, you cannot opt out of the second attack. Even if you kill the target on the 1st shot, the MAP penalty advances. If a GM insists that you can't opt out of that penalty, then I would require that FoB/HS/TT are combined against a shield, with neither party being able to opt out of the outcome.

PF2, more than PF1 puts onus on the GM to make calls consistent with the game,in spite of the rules. With PF2, we see Paizo recognizing that the written rules aren't going to exhaust all outcomes and the GM must bridge the gaps. This is a gap that I believe should be bridged.

My interpretation: FoB/HS/TT are essentially one attack and combine damage for shield block.


1 person marked this as a favorite.

Let's get the numbers in here to help everyone solve this:

A creature uses flurry of blows and lands both strikes. One does 9 damage and the other does 11 damage.

The target creature has resistance 5 against the type of damage being dealt, and is shield blocking with a shield that has 5 hardness.

IF (this is as big as I could make an if) the solution is not to add 11+9 together for 20, then subtract 5 for resistance and keep the result together to subtract 5 for the hardness and apply the remaining 10 damage to the target creature and their shield, how do you determine how much damage is dealt?


1 person marked this as a favorite.
Boumxyz wrote:
Aratorin wrote:
The problem is that you can't do that. Shield Block definitively applies after Resistance/Weakness.

I'm sorry I don't see why...

If a normal hit comes my way ( not a flurry, twin strike, hunted shot ) and you decide to shield block... You apply resistance first before resolving shield block ?

Yes. The Trigger for Shield Block is

Quote:
Trigger While you have your shield raised, you would take damage from a physical attack.
CRB 450 wrote:

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. Resistance is Step 3.

If you are hit for 5 Fire Damage, and you have Fire Resistance 5, you wouldn't take any Damage, so Shield Block never triggers.


Aratorin wrote:
Boumxyz wrote:
Aratorin wrote:
The problem is that you can't do that. Shield Block definitively applies after Resistance/Weakness.

I'm sorry I don't see why...

If a normal hit comes my way ( not a flurry, twin strike, hunted shot ) and you decide to shield block... You apply resistance first before resolving shield block ?

Yes. The Trigger for Shield Block is

Quote:
Trigger While you have your shield raised, you would take damage from a physical attack.
CRB 450 wrote:

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. Resistance is Step 3.

If you are hit for 5 Fire Damage, and you have Fire Resistance 5, you wouldn't take any Damage, so Shield Block never triggers.

That is very counter intuitive !

I don't see why in this case, if you have resistance you would shield block it !

edit : Ah I get it, very bad design if you ask me but ok rules are rules

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

if resistance removes all dmg, I cannot use shield block.

In my case shield block should be used BEFORE rolling dmg to make it a guessing game. Now it's just a fix to the fact that shield just give a measly 2 ac, so they added use to it.

( I say measly 2 ac, because over history the main protection for warfare has been either reach/range or shields more than armor itself).


thenobledrake wrote:

Let's get the numbers in here to help everyone solve this:

A creature uses flurry of blows and lands both strikes. One does 9 damage and the other does 11 damage.

The target creature has resistance 5 against the type of damage being dealt, and is shield blocking with a shield that has 5 hardness.

IF (this is as big as I could make an if) the solution is not to add 11+9 together for 20, then subtract 5 for resistance and keep the result together to subtract 5 for the hardness and apply the remaining 10 damage to the target creature and their shield, how do you determine how much damage is dealt?

First, I agree that the damage of combined attacks should also be combined when interacting with a shield. So don't lynch your ally here...

However, the other way of ruling the outcome would be that the first strike gets the resistance deducted, and one of the two (target's choice since they are the one using their reaction) gets the shield block effects.

So in the specific example and with blocking on the first strike of the flurry: The 9 damage of the first strike gets reduced by the 5 resistance, leaving 4 left. The shield blocks the remaining damage with its hardness. The second strike does not get reduced by resistance and does not get blocked by the shield (unless the target has another reaction to block with). So target takes 11 damage total and shield takes none.

The target could instead block the second hit and take 4 damage from the first hit and 6 damage from the second with that 6 also being applied to the shield. So target takes 10 damage total and shield takes 6.


In looking at the numbers there, it looks like the damage being applied to the target is about the same in either case. Only if one of the attacks can be completely reduced does it change any.

But blocking only one of the attacks saves some wear and tear on the shield. Whether that is a good or a bad thing is up to the circumstances. If you are the attacker, then you probably want to combine the damage to apply more of it to the shield. If you are the defender, then it could be better to block only one of the attacks. Though that also changes if you are facing lower damage attacks that you could block entirely if they are combined, but will end up taking some damage if they are applied separately.


Boumxyz wrote:
In my case shield block should be used BEFORE rolling dmg to make it a guessing game.

If it were a guessing game whether your shield block would cause your shield to break, be destroyed, or be of more benefit to save for a different attack, very many players would never use it.

Game elements nearly no one wants to use are "very bad design."

breithauptclan wrote:
However, the other way of ruling the outcome would be that the first strike gets the resistance deducted, and one of the two (target's choice since they are the one using their reaction) gets the shield block effects.

That's a nice house-rule to use... but it's clearly not the way the rules in the book are meant to work.

Before shield block can be triggered, the damage totals have already been added together and reduced by resistance. Here's a better phrased question to test the "you block one of the strike's damage, not both" idea:

After adding together the two damage rolls and reducing that total by resistance, there's 12 damage left. My shield has 5 hardness, how much damage do I take after blocking?


thenobledrake wrote:


Game elements nearly no one wants to use are "very bad design."

Maybe you're right, but as it is now I feel the way it is designed is counter intuitive and may work regarding the rules but regarding how combat works it is not.

here's the step :

- You raise your shield ( now because of action economy, this requires an action... Already a bad design if you ask me. If you have a shield, it should protect you all the time but this is a game so ok why not ? My character is stupid and unless I tell him to raise his shield he will not ! ).

- You get attacked, then you apply resistance instead of deciding to block it or not ? Doesn't make sense to me here's why :

- If I block the hit and my hardness is > than the damage, resistance which is based off whatever damage you receive, should not even intervene, I blocked it !

but in this game, it seems you need to "get the damage" then apply the resistance, and whatever is left then "you can shield block it"...

This is very counter intuitive relative to a real fight where, usually (maybe not in this game) if you (i will use parry word to not confuse it with shield block reaction) parry a hit with a shield, it means it's parried and you receive no damage and whatever magical resistance you had is pointless because you parried it.

Now the only "way" to make this work is to conclude that you parry it if your ac wasn't beaten.

if that is the case, then SHIELD block reaction is rather pointless because it is "included in the AC".


Boumxyz wrote:
thenobledrake wrote:


Game elements nearly no one wants to use are "very bad design."

Maybe you're right, but as it is now I feel the way it is designed is counter intuitive and may work regarding the rules but regarding how combat works it is not.

here's the step :

- You raise your shield ( now because of action economy, this requires an action... Already a bad design if you ask me. If you have a shield, it should protect you all the time but this is a game so ok why not ? My character is stupid and unless I tell him to raise his shield he will not ! ).

- You get attacked, then you apply resistance instead of deciding to block it or not ? Doesn't make sense to me here's why :

- If I block the hit and my hardness is > than the damage, resistance which is based off whatever damage you receive, should not even intervene, I blocked it !

but in this game, it seems you need to "get the damage" then apply the resistance, and whatever is left then "you can shield block it"...

This is very counter intuitive relative to a real fight where, usually (maybe not in this game) if you (i will use parry word to not confuse it with shield block reaction) parry a hit with a shield, it means it's parried and you receive no damage and whatever magical resistance you had is pointless because you parried it.

Now the only "way" to make this work is to conclude that you parry it if your ac wasn't beaten.

if that is the case, then SHIELD block reaction is rather pointless because it is "included in the AC".

You're being far too literal. Knowing the damage is akin to a skilled fighter judging how effective the enemy's blow is going to be.

For example, there are several instances in DBZ where Goku takes an enemy's blast on the chin, because he knows it won't hurt him (his Resistance is high enough to absorb the Damage). Why would he bother blocking?


I'd also like to point out that the shield hardness is applied as a resistance to the damage.

Notice how Flurry states that its "damage is combined for the purposes of weakness and resistance."

RPG Superstar 2012 Top 32

Draco18s wrote:

I'd also like to point out that the shield hardness is applied as a resistance to the damage.

Notice how Flurry states that its "damage is combined for the purposes of weakness and resistance."

...No it isn't.

Shield Block wrote:

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.

No mention of resistance at all. And just to make sure, the Item Damage section says this.

Item Damage wrote:
Every item has a Hardness value. Each time an item takes damage, reduce any damage the item takes by its Hardness.

While I understand making the mistake, hardness doesn't function as resistance.


Aratorin wrote:


You're being far too literal. Knowing the damage is akin to a skilled fighter judging how effective the enemy's blow is going to be.

For example, there are several instances in DBZ where Goku takes an enemy's blast on the chin, because he knows it won't hurt him (his Resistance is high enough to absorb the Damage). Why would he bother blocking?

I don't really think of manga/anime for combat simulations but ok sure if you think that's how combat works.

I was more of the school that in a real fight you don't really know what can happen and you have a shield to "parry" , you might as well block it because that is being careful and putting chances on your side.


Boumxyz wrote:
Aratorin wrote:


You're being far too literal. Knowing the damage is akin to a skilled fighter judging how effective the enemy's blow is going to be.

For example, there are several instances in DBZ where Goku takes an enemy's blast on the chin, because he knows it won't hurt him (his Resistance is high enough to absorb the Damage). Why would he bother blocking?

I don't really think of manga/anime for combat simulations but ok sure if you think that's how combat works.

I was more of the school that in a real fight you don't really know what can happen and you have a shield to "parry" , you might as well block it because that is being careful and putting chances on your side.

In a real fight you don't have Resistance to the Magical Acid Arrow being thrown at you...


Boumxyz wrote:
- You raise your shield ( now because of action economy, this requires an action... Already a bad design if you ask me. If you have a shield, it should protect you all the time but this is a game so ok why not ? My character is stupid and unless I tell him to raise his shield he will not ! ).

Why doesn't your reasoning for a shield not being constantly in effect apply to your weapon not being constantly in effect? Is your character "stupid and unless I tell him to attack he will not"?

Raising a shield is an action because doing things = doing things. That's more intuitive than some basic round-to-round actions (the doing something) costing actions (the game resource) and other basic round-to-round actions not.

Boumxyz wrote:
This is very counter intuitive relative to a real fight...

Nowhere near as counter-intuitive as it is to try and make people that don't necessarily have any clue what being in a real fight is or isn't like design and utilize rules that prioritize emulating a real fight over making a playable, functional, and fun game.

And when looking at a thing from the perspective of playing a game and trying to intuit how it works, I guarantee more players are going to assume (read: intuitively believe) that they are able to make an informed choice about whether it is worth it to spend their reaction or if the resistance they have (or even just their hit point total) is sufficient.


I think some people are nitpicking this for no reason. Flurry of Blows clearly says that damage from both hits is added together BEFORE any resistances or other factors are applied, and THEN the remaining total goes through as damage. It's a situational advantage overriding the regular multiple hit rules.

There's no reason to overthink this. Shield Block reduces that total damage that went through to the targeted character, not the damage of only one of the two hits.

Remember the golden rule of powers in RPGs ... rules on specific powers overrides general rules.


You can also throw Double Slice on the same pile.

As for shields needing an action to raise to get that +2 AC, just think of a shield as a 'defensive weapon', just like a Main Gauche. If you want to block attacks (this is what the +2 AC represents really), you have to actively use your shield, not just have it and your arm hang limply by your side.

The whole Shield Block thing is more of an abstraction anyway, a feat that an experienced and skilled warrior can perform to trade some shield health for his own.

Oh and the whole 'do PCs know the damage before blocking' thing has been discussed already. It is, you guessed it, an abstraction too, because otherwise you'll gamble that sweet AC bonus of your shield on an attack that might smash it.

Yes, that lends to the slightly counter-intuitive result of people not blocking big hits, unless those would knock them out anyway and losing the shield is the lesser of two evils. But fun trumps realism in a game, so there.

Community / Forums / Pathfinder / Pathfinder Second Edition / Rules Discussion / Shield Block and Flurry of Blows All Messageboards

Want to post a reply? Sign in.