Sturdy Shield good for the game?


Pathfinder Second Edition General Discussion

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Pathfinder Rulebook Subscriber
Megistone wrote:

I have done the math about how effective is raising a shield, and then shield blocking, relative to incoming damage, at different levels and with different shields.

I assumed a typical sword & board Fighter vs an equal-level monster Striking twice with high attack and high damage.
Since a fighter could block twice with the appropriate feat, I included but not commented the double block cases.

** spoiler omitted **

** spoiler omitted **

** spoiler omitted **...

Thanks for doing the math! That's good info.

Theres some soft considerations to keep in mind though too - and if you accounted for these somehow, let me know.

The primary one is that a reduction of incoming criticals makes the flow of combat easier to adjust to, and makes combat inherently safer.

What I mean is, because healing exists reducing unexpected "spike" damage makes managing damage in general much easier. Incoming damage becomes predictable, allowing you to make better decisions about when healing is needed.

As well, criticals are more dangerous inherently - they are more likely to drop a character and inflict twice the wounded condition when they do. This makes them far more likely to cause a character death, making avoiding them in general extremely desirable.

As well, as far as conclusions go, is it really desirable to have this level of damage reduction be more broadly applicable? Isn't there an argument for making choosing to double your reduction come at the expense of other utility?

Finally, what if you ran the numbers with a hypothetical shield with 75% (or another reasonable proportion) to determine if rhr reduction in overall effectiveness is l
linear?


Megistone wrote:
Shield calcs

Very interesting read! Thanks @Megistone!

For comparison, what would be interesting to know would be the difference in Raise Shield & Shield Block efficiency in between high and low AC classes, aka shield experts and dabblers. If I am not entirely mistaken a level 20 Druid or Warpriest (or Cloistered Cleric etc.) would be at AC42 only instead of AC45 (or even higher) and only have one opportunity to block. How do the percentages in between raise and block shift using the same model?


Nice Calc Thanks!

Ubertron_X wrote:
Megistone wrote:
Shield calcs

Very interesting read! Thanks @Megistone!

For comparison, what would be interesting to know would be the difference in Raise Shield & Shield Block efficiency in between high and low AC classes, aka shield experts and dabblers. If I am not entirely mistaken a level 20 Druid or Warpriest (or Cloistered Cleric etc.) would be at AC42 only instead of AC45 (or even higher) and only have one opportunity to block. How do the percentages in between raise and block shift using the same model?

Agree.

Comparison in terms of DR given by shield raise would be the best.

As for Spellcasters ( druids, clerics, alchemists, wizards, bards, sorcerers ), their AC will be 42 ( 44 with raise shield ).

Their blocks will be:

- 1/round till lvl 15
- 2/round ( by lvl 16 ) if they'd go with champion ( quick block ) or fighter dedication ( quick shield block ).
- 3/round ( by lvl 18 ) if they'd go with both champion ( quick block ) and fighter dedication ( Quick Shield Block ).


KrispyXIV wrote:
The point that's been brought up (and anyone can correct me if you think I'm misrepresenting you) is that this contributes to the idea that people are being punished for pursueing feat trees that improve shield block - while anyone can pick up any shield they want for AC, someone invested in Shield Block is "forced" to pick up a Sturdy Shield and they "lose" shield options.

Yes, this is a fair assessment of my point and I suppose many other people here. I think there's a disconnect between the importance Shield Block is given by some parts of the game (feats and class features) and others, that treat it like shield blockers don't need to ever have interesting items. It did feel punishing for my character, and some of my players shared similar frustrations.

KrispyXIV wrote:
But if you care about optimization, that situation is always true - since Shield Block only scales based on two values, its always going to be possible to identify the "best" blocking shield by looking for the highest numbers, and everything else is suboptimal by that standard.

Sorry, but this part made my head spin a little. When I mentioned giving utility shields better stats, you said multiple times that an utility shield having somewhat decent stats for blocking would make the Sturdy Shield obsolete because of the value utility has, and that people don't really need the absurd amount of extra HP Sturdy has... but now you're saying Sturdy would always be the best choice no matter what? Am I misinterpreting something?


Pathfinder Rulebook Subscriber
dmerceless wrote:


Sorry, but this part made my head spin a little. When I mentioned giving utility shields better stats, you said multiple times that an utility shield having somewhat decent stats for blocking would make the Sturdy Shield obsolete because of the value utility has, and that people don't really need the absurd amount of extra HP Sturdy has... but now you're saying Sturdy would always be the best choice no matter what? Am I misinterpreting something?

No, and yes. Its certainly less clear than I'd like it to be.

Its a complex situation in my head, and focusing on differing aspects leads to different things being brought forward. I'm probably communicating it badly, and it reconciles better in my head.

I'll think on it and see if I can explain the contradiction better later.

The summary version is though, I think shields like the Jawbreaker and Spined Shield are great, because they utility they offer is directly related to Blocking and therefore are alternative options if youre focusing on shield block. The Arrowcatcher would be the same, if it worked. These are fine to be on the spectrum with the Sturdy Shield, because they're all manipulating or supplementing normal blocking.

I've been referring to these as Blocking shields.

The Dragonslayer Shield, Spellguard Shield, and Forge Warden all offer utility distinct from normal blocking - the Dragonslayer allows for the blocking of some elemental attacks (which due to order of operations will "stack" with the wielders own resistances). Spellguard we've been over.

The Forgewarden is borderline and awkward, but I think there's a serious niche for offering your party elemental protection from one item, and i don't think it needs to rely on its blocking ability or shield block to justify its use. I'd honestly like to see more group protection shields.

These are the ones I've been referring to as Utility shields, and these are the ones I worry will make blocking shields pointless if you can choose one, and still have adequate blocking.

Hopefully that is more clear.


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Pathfinder Roleplaying Game Superscriber

Presumably, it depends how often you will Shield Block. If you only occasionally raise your shield and/or have other things for your reaction, you will likely get buy with a level-appropriate hybrid like the Jawbreaker. If you are e.g. a Champion fully invested in Shield Block that has 3 reactions a round with which to shield block, you likely need to pick up a Sturdy Shield, or other full-on blocking option like the Invunerable Shield.


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I think though we can agree that there needs to be a line between adequate blocking and consumable at level especially for the cost. I don't think the "utility" shields need to be blocking over and over again. But they shouldn't be gone forever if you block just to save 6ish hp. I think the argument wouldn't even exist if the shields broke in one block but were still repairable but as they are right now it's going to be a major corner case situation where sacrificing that much wealth per hp saved plus the loss of AC and other bonuses when raised comes up.


Pathfinder Rulebook Subscriber
Talonhawke wrote:
I think though we can agree that there needs to be a line between adequate blocking and consumable at level especially for the cost. I don't think the "utility" shields need to be blocking over and over again. But they shouldn't be gone forever if you block just to save 6ish hp. I think the argument wouldn't even exist if the shields broke in one block but were still repairable but as they are right now it's going to be a major corner case situation where sacrificing that much wealth per hp saved plus the loss of AC and other bonuses when raised comes up.

One suggestion I've had (and I'm not taking credit - the general idea has been brought up by others) would be a cheap talisman that's affordable by level 7ish that prevents an unbroken shield from being destroyed in one blow.

Its a compromise, but it has the advantage of being very easy for devs to implement as a patch.


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Personally, I wish it was a lot less binary than what's currently described. It would be far more interesting to me if a shield champion was put into the position of

"okay, so this utility shield has a really good effect, but will generally break after blocking a single blow. Then there's this shield, which will take a few solid hits but has a pretty cool effect that I might be make use of. Finally, there are the sturdy shields if I just want to go for pure block"

If there needs to be shields that just aren't supposed to block at all (which honestly I'm not a massive fan of the notion, but I'll accept it being valid design space), I'd sooner they just said so one the tin "this shield can't shield block"-like. Having something like Spellguard-style shields have some small blocking potential (at least being capable of taking a smallish but not insignificant hit without being outright destroyed) at their level would only serve to open up new options for shield characters imo.

Edit: I think the talisman fix would be a reasonable options-enhancer to retroactively fix some of the shield issues without issuing errata (though the outright broken shields like arrow-catching still probably need targeted errata)


I think something like that would go a long way.


Pathfinder Roleplaying Game Superscriber

The fortifying pebble sort of does this at low levels. Perhaps that item could just be scaled by level? And sure, it's uncommon and (I believe) restricted to Pathfinders, which isn't an issue in PFS but may be in home games.


Henro wrote:
If there needs to be shields that just aren't supposed to block at all (which honestly I'm not a massive fan of the notion, but I'll accept it being valid design space), I'd sooner they just said so one the tin "this shield can't shield block"-like.

Floating Shield is that thing. You don't need to spend actions Raising your shield, but you can't Block with it.

But yes, there's more design space there for things like it.

(And I'm fine with Spellguard and Reflecting being in or adjacent to this space, due to the bonus offered. I just object to some of the other shields--like Forge Warden--that say "Block with me! Block with me!" and have the same stats as a wooden plank).


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Pathfinder Maps, Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Superscriber; Starfinder Superscriber

Ok, I've been trying to sit back some since this conversation has been so volatile. I know I have strong feelings about it myself, but I've been trying to focus on listening more.

One of the big issues that some people have with the current situation revolves around the feeling you get from the game that has been described as 'blocking the hit with your face/body to keep you shield from being destroyed'. I understand that claim completely from my perspective, but I think I also understand why others don't comprehend it. But let me try to explain what I see, since I think it goes somewhere.

It seems wrong to have the 'CHARACTER' seeing a big blow coming, and having them deciding, ohhh, no that one is so damaging, I better not let it hurt my shield. That is a story-line you should probably almost never have happen in your 'storytelling' session. This feels like this situation can, and will come up for these players.

But yes, from a rules mechanic standpoint, yes someone can say from a boardgame standpoint, a shield (barring things like arrow-catcher) never is forced to break without the players choice. So you never have to lose your item, unless you as a player think it is worth it.

I think once I inserted a couple words I hadn't been, I suddenly saw part of the problem why some see no issue, and others see a big problem. And understanding that might well have a perspective that might help some of those, such as myself that have had an issue with the character choosing to save their shield by not 'blocking' a big blow that will likely, or definitely take themselves down.

Many of us don't feel, per-se, that we are making the decisions. We are figuring out what or character's decisions would be. We are playing the Role in the story. If you keep that in mind, we are thinking and focusing on, do they choose to block this big blow? We base our decisions on the Why, based on what they would know, not based on what we necessarily know or feel. With that in mind, if we say our characters should fear death, they should choose to block a near-death blow right? But the game assumes you won't block the blow that would flat out destroy your shield, because, of course that would be foolish, unless it is to block a TPK situation, or you are saving yourself at the cost of your shield so you can do a heroic finish to defeat the enemy, or save the rest of your comrades with your last round of actions. BUT, having your character make the decision to SAVE THE SHIELD at the cost of taking a particularly nasty blow is not internally consistent as a general story. It feels wrong, and it pulls you out of the game, it pulls you out of the fun that drew you into the game. This is why I would say those who say it is 'Broken', say it is broken. It breaks the surface tension of the game leaving you wondering what just happened and why. The fact you're story gets broken, is why the game feels broken, and why it gets described that way. It isn't so much a technical, mathematical broken like saying that you divide the HP damage taken by a value, and for some situation that value is 0. that would be mathematically broken rule. This is simply described as broken because it breaks the game story, for the player.

Ok, I still feel like the rules 'should' be better engineered to keep that situation from coming up, but I think I have a way of re-skinning the whole situation that may help people not get pulled out of the game in that moment, if they can keep their thinking down a slightly different track.

As a player, we certainly get to determine what the decisions that our character makes, but it can be more than just that. When we made our character, we decided a lot about their past, including things that happened to our character that weren't our character's decisions, but happened to our character and formed our character. We need to keep in mind then that we have control over more than just our characters decisions. We also have some control over environmental factors affecting our characters that they don't have control over.

With this in mind, we have to be careful not to think, 'This hit would destroy the shield, we have to make the character choose not to block.' While that is what we the Player, from the game sense, may be choosing, to stop the shield from being destroyed. But to keep from being jarred from the story, we instead would let the story unfold more like. 'Sheildgar' the shield warrior sees the mighty blow coming and tries to block it with their shield, but it simply came too quickly, and they take the brunt of the blow falling back against the wall with a dazed look on their face before they passes out. Our character didn't choose to take the hit rather than the shield. He failed to manage to stop the blow. Reskinning the choice as not only the character's choice but being able to include controlling aspects of the hit the player gets to decide may make the current rules a bit more palatable for those who are having trouble with it now.

I felt like I should share my thought. It might help some struggling with the conflict they feel with the current system, and who knows, it might also help others who dislike those of us who say things should change so shields don't get flat out 'destroyed' so easily, so they might understand why we may be inclined to feel that way.


thenobledrake wrote:
glass wrote:
You are not the arbiter of what someone else meant when they said "dominant".
I'm not the arbiter of the meaning of words. Neither are they. Neither are you.

Great, so you admit that "dominant" to mean "superior to all easily comparible equivalents" is perfectly correct, and you & Krispy were wrong to pretend they had said that "everyone" was using them when they had not?

You are correct that words mean things, but "dominant" and "everyone" mean different (albeit potentially overlapping) things, but you responded to the former as if it was the latter (including using the latter in quotation marks).

thenobledrake wrote:
So rather than trying to frame me as doing something other than participating in a discussion in a way that reads a lot like you're trying to say I'm not allowed to have my own opinion and/or participate by sharing it... maybe you could just, not?

I am not sure exactly what you mean by this, but I am not framing anything as anything. I am pointing out what you are literally doing, and asking you to stop. I am certainly not trying to tell you that you cannot post your opinion, but this is a discussion forum, so expect to be called on to defend it. And try t do so honestly. I am still trying to be charitable in my reading of your posts, but you are not making it easy.

_
glass.


Pathfinder Rulebook Subscriber

I'm going to try and summarize what I think your conclusion comes to Loreguard -

While our characters would certainly never choose to protect their shields with their face, its important to note that our characters don't actually make decisions.

The players make decisions, and then create the Narrative to fit it. Its up to you to decide why you didn't invoke the Shield Block Game Mechanic to block that attack which would have destroyed your shields, and there exist plenty of narratives less absurd than "I chose to block it with my face to save my shield."

Setting the narrative before making decisions can create all sorts of weird situations that are resolved by doing things in the opposite order, and choosing a narrative that makes sense.

Am I close?


Pathfinder Maps, Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Superscriber; Starfinder Superscriber

The talisman may well be a way to deal with the issue with destroyed shields, but it would kind of become a mandatory consumable then, and I thought part of the game design was to reduce the number of mandatory items in the game? Why not make shields that are taken to 0 HP not be completely destroyed by default? Simply requiring them to have taken enough excess damage to exceed their max HP or BT for instance to be considered completely destroyed? This would/could be seen as being similar to the death by massive damage rule (although that might not be the terminology in 2nd edition I can't recall). So maybe a talisman might be a potential fix, but it seems like it shouldn't need to be.

Also, with those who have said weapon traits are different because by default, there are several different weapons with different traits, and shields are just shields, and that is why there are just one type of sturdy shield. However, you skipped the whole notice that there isn't just Shields. There are wooden and steel bucklers, wooden and steel shields, and tower shields. These were choices that affected hardness, hp, weight, handedness, abilities to block and take cover.

It is notable that only steel shields are allowed to be sturdy shields, and be used viable for blocking in the core book. There was variety, but it all got dropped for the sturdy shield, down to one type/line.

So I like Sturdy Steel shields, but they are basically a magic item with an exclusive rune on them. Most shields wont and shouldn't compare against them at level for repeated blocking, within their category. That is their niche and their niche is good. Utility shields and special materials should be capable of blocking at least one blow at level, without being destroyed. Most higher level shields, unless they are fragile because their utility is powerful enough it shouldn't be viable for blocking, the other utility shields should have have harnesses that go up some, but stay notably lower than the sturdy shield.

Maybe the way these harnesses of these shields are supposed to go up was tied to them potentially being made of harder materials, so maybe if the special materials rules are better clarified so we know how they should work, and perhaps their prices are tweaked if appropriate, that might be a solution for it.

But I don't see why we can't also have sturdy bucklers (or something similar, they wouldn't have the same stats as sturdy steel shields most likely) Why can't we have sturdy wooden shields, or maybe we are supposed to be able to, but perhaps they have sturdy darkwood shields?

Why weren't the Spellguard and Reflecting shields limited to being made from either Silver or Mithral as their material? They have a strong utility, which most people will agree on, and so you can easily see making the flavor of it require a special material, the default of which could even be described as fragile, which will of course make it less appealing as a blocking shield. Giving more flavor to the choice, and widening their variety of items to choose from.

BTW I want to thank whomever pointed out the Spined shield, I had not noticed how despite its low HP, at the low level it actually had the capability of withstanding a number of blows if it's other ability had not been used up. Granted, seeing another shield that had an effectively higher HP capability, made me feel more like it wasn't the Intention to have the standard be for utility shields at high level to be destroyed if some did choose to use it to block many on-level attacks.


Talking about "protecting your shield with your face", how do any of you consider the "raise shield" action?

To me it could be something like intercepting the blow or deflect it. Eventually, the blow could be also absorbed by an armor, depends how we decide to interpretate the "miss".

I mean, wouldn't be strange to hear "The enemy swings his mace on you, but the blow is not strong enough to pierce your armor defense".

Or stuff like that.

So, even without using the shield block reaction we would be actively using our shield ( which would otherwise be not raised ) to deal with enemy blows ( and eventually, steady and ready to use a sepcific reaction ).


I always flavored (both as a player and a GM) that Raise a Shield is simply positioning your shield in a smart way to deflect attacks, and Shield Block is a last resource attempt at forcefully blocking the attack after it already went past your defenses, which could severely damage the shield in the process. While I think the flavor intent behind these two actions could be more explicit, I also think this is easily solvable with a bit of creativity.

I want shields changed because of build variety and having interesting character options, and because I think having one alpha item that's clearly better than the rest at something with so much support from features and feats is terribly unfun, but the "using your body to save your shield" thing has never really been an issue to me.


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I think that a talisman that prevents shields from being destoryed is a patchwork fix and money tax.

You solved the result of the current rules, but you didnt actually deal with the problem. The problem being that most blocking shields are not priced correctly for their effects.

Imagine buying Ice Cream from 3 different stores. Only one ice cream is frozen the rest are almost melted. Sure you could freeze them, but you as the consumer shouldn't have to do that.


Pathfinder Maps, Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Superscriber; Starfinder Superscriber
KrispyXIV wrote:

I'm going to try and summarize what I think your conclusion comes to Loreguard -

While our characters would certainly never choose to protect their shields with their face, its important to note that our characters don't actually make decisions.

The players make decisions, and then create the Narrative to fit it. Its up to you to decide why you didn't invoke the Shield Block Game Mechanic to block that attack which would have destroyed your shields, and there exist plenty of narratives less absurd than "I chose to block it with my face to save my shield."

Setting the narrative before making decisions can create all sorts of weird situations that are resolved by doing things in the opposite order, and choosing a narrative that makes sense.

Am I close?

@KrispyXIV:

I think you understand the mechanics of what I'm trying to say, but are still saying it in a way that I think other could potentially read as 'you are playing wrong', or it is wrong to play that way. So I'm going to try to rephrase it again using a bit more of your terminology.

There are people who look at this from a highly role-playing perspective, others whom I might say take more of a wargaming perspective of win the game perspective. I'm guessing that at least from my perspective, you are coming in from a more wargaming perspective. I appoligize if that isn't how you feel, but let me try to re-explain what I'm saying.

I'm saying that some players are focusing on their 'characters' decision. Going through that process is what gives them the most fun, in the game. So they are going to figure out what the character's choice is. And that will be, I will attempt to block the blow, like I did past blows. The role-player needs to realize they can make that choice, and decide to have the character move to block the blow. If you take that from them, they are very likely going to feel like they are no longer getting to play the game they love. That is what this situation is making them feel like they are being told. You aren't allowed to have your character make that decision, they need to make the game decision of saving their shield for the next blow it can withstand, if one comes up.

What I'm saying is that for that role player, in circumstances like this, that they need to realize there is a second layer (yes the player layer, rather than character layer) where they player can choose to make the circumstances fail for their own character's chosen action. To someone just making the best tactical decision the character's true motivation may be of little importance, but to the primary role-player, it is more important. In this case, the way the mechanics work, the game is designed in such a way the player 'should' choose to have the character's decision to fail without any roll, just based on the PLAYER choosing to have them fail. This is something the role-player player can then do by crafting the narrative to have the character's choice fail, so they game doesn't get derailed by an important item being destroyed.

For some role-players this is going to cry metagame for them which will potentially diminish their fun, but it is far better than in my opinion, trying to make the character want to make that same choice, which seems wrong. But this is a game, so given the rules as they stand, I think it is at least a way of dealing with the situation, and I think it could be less jarring that trying to come up with a believable excuse on why the Character would choose not to block. You just have to find an explanation as to why they failed to succeed.

Sorry, I recognize I'm wordy, but on the other hand, I recognize that that tends to be me. So I kind of have to acknowledge who I am. I hope that helps explain better.

But yes, I'm saying to avoid being as jarred by the situation, Role-players may need to remind themselves that in addition to figuring out the characters' decision, they need to choose the outcome of that decision for the common narrative.

@humblegamer:
As to what Raise Shield action is... I see it as committing some of your attention to having the shield in place to deal with incoming attacks. It helps turn hits into misses, or criticals into hits via quick deflections, as well as some being able to allow it to actually absorb some or part of blows by being more in the way that a simple deflection. [the last part being the choice of doing a block, which will normally jar the shield wielder, even if they end up managing to block all the damage, which that jarring could be seen as consuming the reaction as much as the reaction allowing the blocking]

So yes, I agree, as players who are focused on determining the characters' choices need to not only determine the character's choice, but then also choose the narrative (within the available scope of the players options) that will best advance the story, which might not include the character's action being successful, even if it is specifically an option for the 'players' choice.

If the shields didn't get destroyed so easily, it probably wouldn't even likely come up as an issue for such players, but I'm saying it might be a method to help keep from being completely jarred by what would be the otherwise obvious unfolding of the narrative that would follow.

So I want to make it clear I think both the Role-playing perspective, as well as the Wargming perspective are both valid approaches to this game. I don't think either should be identified as playing the game wrong. So I'd prefer to keep both styles viable even within the same table, mixing player types. I think this is one way to help the role-players with this situation, if we continue to have it.

@dmerceless:
I agree, I think that undamaged, high level utility shields should be able to block high level foes without real risk of complete destruction, but shouldn't be able to block as much damage as a sturdy shield, nor last as many hits before being broken. In fact being broken by a strong on-level attack in one hit, especially a critical is completely valid in my book for an 'average' non-sturdy shield. I think there is absolutely a spectrum that could be built up with something like spellguard/reflecting shields on one hand, other shields in the middle and sturdy shields and some form of sturdy bucklers on the other end. Allowing a character invested in blocking being able to use a block with a utility shield understanding he will lose the utility effect after it gets broken until he can get the item repaired. That is a completely valid game choice that should exist, rather than it generally be (you can use it but it means it is destroyed). Because that choice, is really a non-choice in all but extreme cases.


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I'll say now vis a vis choosing to use a reaction or not and the narrative dissonance it can cause, this is true for pretty much all reactions.

"Aha the kobold has left itself open, but I shan't take advantage of that because I'd rather hope to hit the badger."

"My dearest ally is under attack, I can reduce the harm dealt to them, but I'd rather wait and see if a closer enemy does the same so I can hit them." And so on.


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I do not like the talisman patch idea, it's a lazy fix and a money tax no other class option would have to do. I actually like Loreguard's "death by massive damage rule" for shields. Gives them all a lot more staying power.

I'm really hoping the Bastion archetype offers something similar to the Shield Ally Champion. Give them a feat that lets them get an increase in Hardness and HP/BT, so they can open up more shield options for themselves. It might make it redundant for Champions wanting to pick up Bastion, but it'd immensely help Fighters, Druids, and Warpriests.


Ezekieru wrote:

I do not like the talisman patch idea, it's a lazy fix and a money tax no other class option would have to do. I actually like Loreguard's "death by massive damage rule" for shields. Gives them all a lot more staying power.

I'm really hoping the Bastion archetype offers something similar to the Shield Ally Champion. Give them a feat that lets them get an increase in Hardness and HP/BT, so they can open up more shield options for themselves. It might make it redundant for Champions wanting to pick up Bastion, but it'd immensely help Fighters, Druids, and Warpriests.

That's why I'm more in favor a rule that if it's above BT when it takes damage it becomes broken at 1hp if it takes enough be outright destroyed in a single hit.


Talonhawke wrote:
Ezekieru wrote:

I do not like the talisman patch idea, it's a lazy fix and a money tax no other class option would have to do. I actually like Loreguard's "death by massive damage rule" for shields. Gives them all a lot more staying power.

I'm really hoping the Bastion archetype offers something similar to the Shield Ally Champion. Give them a feat that lets them get an increase in Hardness and HP/BT, so they can open up more shield options for themselves. It might make it redundant for Champions wanting to pick up Bastion, but it'd immensely help Fighters, Druids, and Warpriests.

That's why I'm more in favor a rule that if it's above BT when it takes damage it becomes broken at 1hp if it takes enough be outright destroyed in a single hit.

Then they should review oricalcum material.


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HumbleGamer wrote:
Talonhawke wrote:
Ezekieru wrote:

I do not like the talisman patch idea, it's a lazy fix and a money tax no other class option would have to do. I actually like Loreguard's "death by massive damage rule" for shields. Gives them all a lot more staying power.

I'm really hoping the Bastion archetype offers something similar to the Shield Ally Champion. Give them a feat that lets them get an increase in Hardness and HP/BT, so they can open up more shield options for themselves. It might make it redundant for Champions wanting to pick up Bastion, but it'd immensely help Fighters, Druids, and Warpriests.

That's why I'm more in favor a rule that if it's above BT when it takes damage it becomes broken at 1hp if it takes enough be outright destroyed in a single hit.
Then they should review oricalcum material.

I agree but this could also be fixed by letting a shield be made of special materials instead of every specific shield be a unique thing. I mean again lets look at the numbers

Sturdy Shield LVL 16 GP 10,000 Hardness 17, HP 136, and BT 68. Made of Steel

Adamantine Shield LVL 16 GP 8,000 Hardness 13, HP 52, and BT 26. Adamantine shields are particularly sturdy but not as much as well built steel.

Oricalcum Shield LVL 17 GP 13,200 Hardness 16, HP 64, and BT 32. 1/day doesn't break.

And not a one of them can be anything special. I mean special materials are just a joke for shields. Hell the Greater Sturdy is just as competitive as blocking for a 1/2 or less the cost of either of those other options.

The worst part is that Sturdy is so linear in upgrades excpet a few levels that it could have possibly been meant to be a rune. For most levels its +2 Hardness +16 HP. It easily could have been the shield potency rune right there.


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ChibiNyan wrote:
Just the concept that is is the first RPG I've sever seen (and probably ever) where shields are not meant for blocking attacks is silly. This goes beyond game mechanics and more about the theme of Pathfinder: The most heroic high fantasy game with no grittyness, but shields break in one hit if you try to use them. I realize the shield mechanics were to make them more interesting, but it just doesn't mesh with the rest of the game. Everything should be breaking, then? Or maybe items should be used in the same way they are in any other game/movie/story.

^ this

Shield block is so odd, it seems to be a house rule coming from another game - from some gritty game where the PC must repair their equipment or see their sword and armor break.

So in a game of unbreakable weapons and armors, in a game with very precise WBL rules, shields are consumables priced as permanent items. Wait; what?

At least, they break for an awesome effect, like... preventing 6 damage, in a game where any level 1 character has more than twice this amount of HP? I mean, sturdy shields are so awesome, a level 20 sturudy shield can literally be replaced by a few level 1 minion and the ability "human shield: you throw a minion in the way. The minion suffers the damages of the attack up to his full HP, you suffer the remaining damages."

Oh, and it doesn't only cost the shield, it cost also a feat, one free hand, one action, and one reaction. To prevent a few damage. That's probably the least cost-effective way of gaining a few HP in the whole game. And it costs micro-management (counting the HP of the shield), because micro-management is awesome?

And we're here with 15 pages explaining how preventing 6 damages is so awesome, it would be the only viable build in the whole game if the shield didn't break. OK, what about the following fighter build:
- dueling dance.
- bandolier
- 800 level 6 healing potion (they cost as much as a max-level sturdy shield, and heal 23 hp - more than one shield block with such a shield).
I guess this is the build used by every fighter, since he gains the bonus AC and regains 23 HP per turn at the cost of one action. He could even use more powerful potions, or use other alchemical items - but hey, this would be so good, it would totally break the game, let's not do this.

... Just give infinite HP to every shield (or more precisely, shield block, has a normal use of the shield, doesn't make it lose its HP - as a strike doesn't damage your sword, even when you're attacking an earth elemental, an iron golem or an adamantine door). No one would notice a difference in term of balance - non-shield users would notice the shield-user has some cool defensive abilities, instead of just laughing each time the shield breaks and each time the character uses his body to protect his shield ("you had your shield raised, you had your reaction ready, why didn't you block the blow? - it's easier to resurrect me than to repair my shield"). You know what? Shield builds being the best defensive builds is what everyone expects - right now, I'd rather play a fighter with a free hand and a bandolier.

If everyone would prefer a reflective shield in such a case, then the problem isn't that shield block is too powerful - the problem is that reflecting shield is too powerful (or the sturdy shield doesn't prevent enough damages). Right now, there are lots and lots of characters who can use a reflecting shield at no cost: any character who without the shield block reaction. If everyone of them uses a reflecting shield (or even worse, a spellguard shield because they don't think the reaction of the reflective shield is worth 17750 gp), this means the reflecting or spellguard shield is too good.

TL; DR: make every shield non-destructible (like every other equipment in the game), nobody would break a sweat.


While I do get where you're coming from, you still need two actions to drink a potion with a bandolier. Otherwise, you would need to get from your backpack, which would require more actions (three).


Pathfinder Rulebook Subscriber
Gaterie wrote:

And we're here with 15 pages explaining how preventing 6 damages is so awesome, it would be the only viable build in the whole game if the shield didn't break. OK, what about the following fighter build:
- dueling dance.
- bandolier
- 800 level 6 healing potion (they cost as much as a max-level sturdy shield, and heal 23 hp - more than one shield block with...

I'm gonna stop you right here, as you seem to believe a bandolier would allow you to draw and drink a potion as single action, which a bandolier allows you to do with set of tools, which are a specific type of thing. And not potions, sadly.

You also seem to be fine with the concept of 'more power, for the sake of more power', which is what letting people block all they want for 6 damage is. The game doesn't implode, but you're giving more power to builds that really don't need to be more powerful, just because.

I'm happy to look for a common solution with people, but thats not a solution - thats a completely unwarranted mega buff.

Remember, Toughness is +20 hp over 20 levels. Your 'infinite 6 point reduction' (which is actually way more than that with a sturdy shield) doesn't take a lot of action input to way exceed that.

And finally, the action cost of Shield Block is just a Reaction. You don't get to count the action to Raise Shield, because it actually already gave you its benefits, which are as significant as blocking with a Sturdy Shield on their own - thanks Megistone for doing the research!


KrispyXIV wrote:
I'm gonna stop you right here, as you seem to believe a bandolier would allow you to draw and drink a potion as single action, which a bandolier allows you to do with set of tools, which are a specific type of thing. And not potions, sadly.

Bandolierst still are more accessible for potions then the backpack, effectively reducing the number of actions userd

KrispyXIV wrote:
You also seem to be fine with the concept of 'more power, for the sake of more power', which is what letting people block all they want for 6 damage is. The game doesn't implode, but you're giving more power to builds that really don't need to be more powerful, just because.
If the system does work so well how you always preach here this should make not much difference since
KrispyXIV wrote:
Shields don'T break in combat

and you can repair after each fight, so everythings peachy

KrispyXIV wrote:
I'm happy to look for a common solution with people, but thats not a solution - thats a completely unwarranted mega buff.

Sorry to say but it does not feel like you are looking for a solution, besides that the 'megabuff' is not that big after all

KrispyXIV wrote:
Remember, Toughness is +20 hp over 20 levels. Your 'infinite 6 point reduction' (which is actually way more than that with a sturdy shield) doesn't take a lot of action input to way exceed that.

Besides that I don't get where toughness comes from I don't think it is a big problem to have the 'infinite' 6 point reduction which eats up an action and a reaction every turn while toughness is only passive

and sturdy shields, even the lowest, already give way more then this

KrispyXIV wrote:
And finally, the action cost of Shield Block is just a Reaction. You don't get to count the action to Raise Shield, because it actually already gave you its benefits, which are as significant as blocking with a Sturdy Shield on their own - thanks Megistone for doing the research!

It is still PART of the cost, it has it's own benefits but you still HAVE to do this, it is not like you magically can just plop the shield into place without doing something for it


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KrispyXIV wrote:
And finally, the action cost of Shield Block is just a Reaction. You don't get to count the action to Raise Shield, because it actually already gave you its benefits, which are as significant as blocking with a Sturdy Shield on their own - thanks Megistone for doing the research!

You're totally right. If I raise my shield, then the shield block feat magically appears on my character sheet and I just need a reaction. That's how the game works.

Look, when I wrote "nobody would break a sweat" in my last post, I actually meant "nobody, except a few number of gardian of the temple (like you or the drake) who think everything in the game has reached a perfect balance". I'm not interested in your opinion, since I already know it - everyone knows it. I'm interrested in other's people opinion, especially people who didn't envisage the simple possibility of simply removing the HP of shields. Maybe someone will explain why "infinite-except-it's-limited-on-a-per-round-basis" 6 damage prevention is too powerful, and why it should be "once per day". Maybe someone else will say that spellguard should only prevent 3 damages if it becomes "infinite-if-we-ignore-every-cost". Maybe, just maybe, some people will look at the shields, at the effect of shield block, and say I'm right, a shield should just do its job like a sword or an armor. But yout opinion? Look, there are already 15 pages filled with your opinion, your opinion again, and your opinion again and again and again, although this opinion didn't change in any way. Thanks, but I'm already full, I don't need it any more.


Lightning Raven wrote:
While I do get where you're coming from, you still need two actions to drink a potion with a bandolier. Otherwise, you would need to get from your backpack, which would require more actions (three).

Four, actually.

1: Retrieve pack
2, 3: Retrieve item from pack
4: Drink

See footnote 3 on p273.


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Draco18s wrote:
Lightning Raven wrote:
While I do get where you're coming from, you still need two actions to drink a potion with a bandolier. Otherwise, you would need to get from your backpack, which would require more actions (three).

Four, actually.

1: Retrieve pack
2, 3: Retrieve item from pack
4: Drink

See footnote 3 on p273.

Action 1: take off backpack.

Action 2: Retrieve an item from a backpack or satchel (takes 2 hands, is still 1 action though)
Action 3: Drink

Of course, when doing this in practice you are looking at probably needing to drop or stow a weapon first to free up your hands so you could be looking at something as bad as:

Release weapon.
Detach shield.
Remove pack.
Retrieve item.
Drink.
Put your pack on.
Strap your shield on.
Pick your weapon up.

Which is 7 actions. Where with a bandolier you could trim that down to just release weapon, retrieve item, drink, ready weapon, which is 3 actions.


Pathfinder Roleplaying Game Superscriber

Total tangent, but there are intermediate options between bandolier and back pack. For instance, belt pouches and the like.The benefit of the backpack is that the first 2 Bulk inside of it don’t count towards your bulk limit. As a GM, I wouldn’t require characters to have bandoliers just to draw a potion in one interact action. It just needs to be in a pocket or on a belt pouch, and the L bulk needs to be accounted for.


First World Bard wrote:
Total tangent, but there are intermediate options between bandolier and back pack. For instance, belt pouches and the like.The benefit of the backpack is that the first 2 Bulk inside of it don’t count towards your bulk limit. As a GM, I wouldn’t require characters to have bandoliers just to draw a potion in one interact action. It just needs to be in a pocket or on a belt pouch, and the L bulk needs to be accounted for.

Belt Pouches are criminally under valued, especially when the Adventurer's Kit includes one. You already have a space for 4 L bulk items that are in "easy reach" for 1 action drawing. Potions, bombs, elixers etc... Bandoleers are great for additional and expanded options, on top of their obvious uses with skill kits, but not strictly necessary imo.


Removing the HP of shields leads to level 12 shield fighters ignoring 26 points of damage with 0 downside every turn. On top of getting +2 AC.

In any universe with infinite shield health, you'd have to chop the Hardness for all of them in half (at the very least). And then suddenly the same people would be complaining "it's not worth the reaction".


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Notice how people are not complaining as much that Adamantine shield is not as hard as a similar level Sturdy Shield.

Having half the hardness for Sturdy Shield but no Shield would be destroyed would be much better from the player perspective. At least there would be actual options.


I still think it would be cool if certain shields (focused on blocking) were immune to some kind of damage, this way they would leave the raw stats for the Sturdy Shields (making them the same as fundamental runes), but would have situations where they would perform well above average (Bludgeoning, Slashing, Piercing, elemental damage, monster-specific). Another balancing factor that could be added was increased hardness against specific types of attacks, for example, holy shields against undead, devils or fiends, evil shields that works well against good-aligned divine followers (cleric, champions, etc). That would make special materials significantly different compared to specific shields and the sturdy shield.

Hopefully, in the future we get to see more interesting and complex options, that will at least remove some of the sting if they deem that current shields don't need changes.


Realistically, Adamantine could had potentially worked well if it had the most hardness of any shield, which would fit its theme as the hardest material.

At that point the low HP would not had mattered as much. The hardness would had mitigate weaker attacks, while big hits still would have had the chance to break it (but not destroy it).

However, given how 6 HP is already seen as too good (still dont get that logic), I doubt adamantine shields would ever get such an increase. Which is also why I am fine settling for just higher HP.

*******************

Btw even with just Hardness and HP you can have 2 very different and interesting shields:

* High Hardness low HP, means that weak hits will have little effect. However, critical hits have a serious chance of causing problems.
* High HP low Hardness, means that the Shield can survive strong hits. However, it would let more damage pass through.

As for the ratio. I think 1 point of hardness for every 3 points of HP. So assuming the base shield is Hardness 10, HP 20. Increasing Hardness by 3 to 13, would drop HP by 9 to 11. Alternatively, decreasing Hardness by 3 to 7, would increase HP by 9 to 29.

If we include BT as a stat (for 3 stats), we could have shields that break easier but have more hardness or are more difficult to break but have a lower hardness.

There are a lot of ways to customize shields then people give credit.


Temperans wrote:
As for the ratio. I think 1 point of hardness for every 3 points of HP.

Not sure about your ratio or sample values, but your point is accurate enough.


Draco18s wrote:
Temperans wrote:
As for the ratio. I think 1 point of hardness for every 3 points of HP.
Not sure about your ratio or sample values, but your point is accurate enough.

I just gave values out of the top of my head that sounded about right for low level. I will admit the hardness I mentioned was too high. Steel Shield has stats: Hardness 5; HP (BT) 20 (10).

Having said that, the entire purpose of the numbers I gave was to illustrate my point. Hardness, HP, and BT are enough variables to have a wide variety of shields.


Temperans wrote:
Draco18s wrote:
Temperans wrote:
As for the ratio. I think 1 point of hardness for every 3 points of HP.
Not sure about your ratio or sample values, but your point is accurate enough.

I just gave values out of the top of my head that sounded about right for low level. I will admit the hardness I mentioned was too high. Steel Shield has stats: Hardness 5; HP (BT) 20 (10).

Having said that, the entire purpose of the numbers I gave was to illustrate my point. Hardness, HP, and BT are enough variables to have a wide variety of shields.

Indeed. You could call the "More Hardness, Less HP" Hardened Shields. And the "More HP, Less hardness" Ablative Shields.

Speaking off, does anyone know why BT is listed separately? Are there shields out there that have a BT that isn't half their HP? Because that could be another way to add more variability to shields.


TheFinish wrote:
Temperans wrote:
Draco18s wrote:
Temperans wrote:
As for the ratio. I think 1 point of hardness for every 3 points of HP.
Not sure about your ratio or sample values, but your point is accurate enough.

I just gave values out of the top of my head that sounded about right for low level. I will admit the hardness I mentioned was too high. Steel Shield has stats: Hardness 5; HP (BT) 20 (10).

Having said that, the entire purpose of the numbers I gave was to illustrate my point. Hardness, HP, and BT are enough variables to have a wide variety of shields.

Indeed. You could call the "More Hardness, Less HP" Hardened Shields. And the "More HP, Less hardness" Ablative Shields.

Speaking off, does anyone know why BT is listed separately? Are there shields out there that have a BT that isn't half their HP? Because that could be another way to add more variability to shields.

As far as I know all have BT = half HP.

But I agree (and mentioned) that BT adds another layer of variability.


BT is always half HP for everything that's been printed, including hazards and animated objects.

The only time it doesn't apply is for Petrified characters (where they explicitly do not have a BT at all).

You're right though that that could be made an independent metric (as nothing about the description of the Broken Threshold says that it is half maximum HP).


It occurs to me that a shield with a BT of 1 would be insanely good, as there's no bar between broken and destroyed, effectively giving it double the usual HP.

But yes, it's another knob that can be turned design-wise.

Sovereign Court

Cyouni wrote:

It occurs to me that a shield with a BT of 1 would be insanely good, as there's no bar between broken and destroyed, effectively giving it double the usual HP.

But yes, it's another knob that can be turned design-wise.

You could also change the definition of "Broken". For my house rules, I define it as "The shield's AC bonus is reduced by 1 point, but the shield can still provide some protection and absorb more damage". This means a broken buckler would not supply any AC bonus when raised, while a broken regular shield only applies a +1 AC bonus, but both can still absorb more damage until destroyed.


Cyouni wrote:
Removing the HP of shields leads to level 12 shield fighters ignoring 26 points of damage with 0 downside every turn. On top of getting +2 AC.

How do they do that without spending action, reaction, magic item, feat nor free hand, just by being level 12 fighters ?


Pathfinder Rulebook Subscriber
Gaterie wrote:
Cyouni wrote:
Removing the HP of shields leads to level 12 shield fighters ignoring 26 points of damage with 0 downside every turn. On top of getting +2 AC.

How do they do that without spending action, reaction, magic item, feat nor free hand, just by being level 12 fighters ?

None of what you listed is actually a 'downside' (which is what was actually said, not 'no cost'), that's just the cost of getting unreasonable returns on the investment of those actions.

Its made reasonable by virtue of being limited by the item being used, and the fact that it can't reduce damage forever.


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KrispyXIV wrote:
Gaterie wrote:
Cyouni wrote:
Removing the HP of shields leads to level 12 shield fighters ignoring 26 points of damage with 0 downside every turn. On top of getting +2 AC.

How do they do that without spending action, reaction, magic item, feat nor free hand, just by being level 12 fighters ?

None of what you listed is actually a 'downside' (which is what was actually said, not 'no cost'), that's just the cost of getting unreasonable returns on the investment of those actions.

Its made reasonable by virtue of being limited by the item being used, and the fact that it can't reduce damage forever.

I'm not sure that 26 points of damage reduction per round, spread over two attacks, is broken even if it's infinite. Your typical 12th level creature deals about 30 points per attack, so your incoming damage is approximately halved (13 points per hit). But at the same time, you're taking a serious hit to your damage output, both in action cost (actions spent on Raise Shield and reactions spent on Shield Block instead of Attack of Opportunity or some other reaction, using a one-hander + shield instead of a two-hander) and in opportunity cost (the number of feats, having a significant amount of wealth bound up in your shield, etc.).

You might however argue that the ability to focus this strongly on defense is bad from a meta-game perspective: high defense and low offense leads to long, drawn-out fights. But that's a different argument than it being unbalanced.


Staffan Johansson wrote:
KrispyXIV wrote:
Gaterie wrote:
Cyouni wrote:
Removing the HP of shields leads to level 12 shield fighters ignoring 26 points of damage with 0 downside every turn. On top of getting +2 AC.

How do they do that without spending action, reaction, magic item, feat nor free hand, just by being level 12 fighters ?

None of what you listed is actually a 'downside' (which is what was actually said, not 'no cost'), that's just the cost of getting unreasonable returns on the investment of those actions.

Its made reasonable by virtue of being limited by the item being used, and the fact that it can't reduce damage forever.

I'm not sure that 26 points of damage reduction per round, spread over two attacks, is broken even if it's infinite. Your typical 12th level creature deals about 30 points per attack, so your incoming damage is approximately halved (13 points per hit). But at the same time, you're taking a serious hit to your damage output, both in action cost (actions spent on Raise Shield and reactions spent on Shield Block instead of Attack of Opportunity or some other reaction, using a one-hander + shield instead of a two-hander) and in opportunity cost (the number of feats, having a significant amount of wealth bound up in your shield, etc.).

You might however argue that the ability to focus this strongly on defense is bad from a meta-game perspective: high defense and low offense leads to long, drawn-out fights. But that's a different argument than it being unbalanced.

I should point out at 12th Level, a shield focused fighter will almost assuredly have Paragon Stance, so it's not 1 action per turn to Raise Shield, it's 1 action for the entire fight.

The other considerations still stand though.


TheFinish wrote:

I should point out at 12th Level, a shield focused fighter will almost assuredly have Paragon Stance, so it's not 1 action per turn to Raise Shield, it's 1 action for the entire fight.

The other considerations still stand though.

FWIW, if that feat (also, it's called Paragon's Guard) ends up being too powerful under infinite durability shields, then the feat can be toned back. Eg. "if you use Shield Block, your AC bonus decreases by 1 until the start of your turn" or something along those lines.

And besides, the fighter is still limited in how many reactions he can take per round. Which, as best I can tell, is two maximum (assuming no AoO).

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