Sturdy Shield good for the game?


Pathfinder Second Edition General Discussion

401 to 450 of 814 << first < prev | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | next > last >>

1 person marked this as a favorite.

In a general sense "shields give AC bonus" works. That is not in debate.

In a general sense "high hp shields can block fine" that works. That is not in debate.

What is in debate is what should happen to. All the shields who either do nothing (adamantine) or who are supposed to be used for blocking but physically cant support it (Arrow Catching, Forge Warden, etc.).

Low level Mithral/Darkwood shields are kind of fine since their benefit is less weight. Silver and Cold Iron have theoretical use vs targets that are weak to those materials (shield boss is cheaper). Orichalcum straight up prevents braking once a day regardless of damage, so no problem there.

What does adamantine do?

Similarly. Yes as has been stated there are magical options for high level shields that are hard to break. So that at face value is not a problem. However how easy it is to get them? Well out of the 4 potential options: 2 are common Sturdy Shields, and the other 2 are rare and/or campaign related. So while there are 4 funtional high level blocking shields only the 2 sturdy shields are practical to get.

Then looking at the cost and you can see just how inflated the prices are. Buying multiple low/mid level sturdy shields and cycling them every combat is considerably cheaper than any other option when it comes to Shield blocking. The only problem is the weight, but that is what a cart/mule is for.


Temperans wrote:
Then looking at the cost and you can see just how inflated the prices are. Buying multiple low/mid level sturdy shields and cycling them every combat is considerably cheaper than any other option when it comes to Shield blocking. The only problem is the weight, but that is what a cart/mule is for.

One "at-level" Sturdy seems to be plenty for most characters. If you really want to swap, there's also bags of holding.


KrispyXIV wrote:

Because there's no significant difference between the basic functionality of one shield and another. And weapons have a ton of variety in form, function, and base mundane options presented in the rulebook.

We have two pages of base weapon options, and four entries for shields. It should really be three entries for shields, because the difference between a wooden shield and a steel shield should be immaterial.

But anyway, four base entries for shields - and only one of those is really relevant most of the time (+2 AC, no additional drawbacks like with a tower shield).

And adding anything more to this base level would be obvious, unnecessary bloat because there's no need for it.

It follows then, that there is probably less need for a huge variety of derivative magical shields arising from this inherently smaller variety of base shields.

So you're saying that it is not a fair comparison because their is a lot more choice for even a specialised weapon user than there is for a shield user? Because that rather takes the argument that shield specialists being super limited is business as usual for specialist in the game and shoots it in in the head.

IOW, other kinds of specialists having massively more options than shield specialist was not a reason why the comparison was unfair, it was my point. It successfully, IMNSHO, rebuts the argument that specialists must perforce be disallowed any options.

_
glass.


glass wrote:
KrispyXIV wrote:

Because there's no significant difference between the basic functionality of one shield and another. And weapons have a ton of variety in form, function, and base mundane options presented in the rulebook.

We have two pages of base weapon options, and four entries for shields. It should really be three entries for shields, because the difference between a wooden shield and a steel shield should be immaterial.

But anyway, four base entries for shields - and only one of those is really relevant most of the time (+2 AC, no additional drawbacks like with a tower shield).

And adding anything more to this base level would be obvious, unnecessary bloat because there's no need for it.

It follows then, that there is probably less need for a huge variety of derivative magical shields arising from this inherently smaller variety of base shields.

So you're saying that it is not a fair comparison because their is a lot more choice for even a specialised weapon user than there is for a shield user? Because that rather takes the argument that shield specialists being super limited is business as usual for specialist in the game and shoots it in in the head.

IOW, other kinds of specialists having massively more options than shield specialist was not a reason why the comparison was unfair, it was my point. It successfully, IMNSHO, rebuts the argument that specialists must perforce be disallowed any options.

_
glass.

No, I'm saying that there isn't nearly as much room for a diverse range of Shields, and it doesn't matter anyway because 'Shield Specialists' in this case only really need one archetype of shield to support them anyway - the Sturdy Shield, and those very similar to it.


But that is what the complain is about.... Just having sturdy or rare high level shields feels bad.


Temperans wrote:
But that is what the complain is about.... Just having sturdy or rare high level shields feels bad.

Well, there will indeed be more utility shields and some fix for Forge/Arrow chatch shield.

If you think about "utility" shields, it's not that the choice between them is "that" wide, though it's indeed wider if compared to sturdy ones.


2 people marked this as a favorite.
KrispyXIV wrote:
No, I'm saying that there isn't nearly as much room for a diverse range of Shields, and it doesn't matter anyway because 'Shield Specialists' in this case only really need one archetype of shield to support them anyway - the Sturdy Shield, and those very similar to it.

That argument is self-defeating, because there is a diverse range of shields, but most of them are only suitable for dabblers. Hence this whole thread.

_
glass.


1 person marked this as a favorite.
glass wrote:
KrispyXIV wrote:
No, I'm saying that there isn't nearly as much room for a diverse range of Shields, and it doesn't matter anyway because 'Shield Specialists' in this case only really need one archetype of shield to support them anyway - the Sturdy Shield, and those very similar to it.

That argument is self-defeating, because there is a diverse range of shields, but most of them are only suitable for dabblers. Hence this whole thread.

_
glass.

If you are ignoring stuff like the Spellguard shield as a specialist because you feel you must be using Shield Block all the time, you are misplaying your character and shooting yourself in the foot.

It is not the fault of the game if you choose to cripple your character by refusing to use the appropriate tool for a given encounter.

Its like complaining about DR slashing because you're a greatsword specialist. You chose to specialize in Shield Block, the game is not obligated to warp to make your choice more versatile.


If you want to take Spellguard then Shield Block is not a problem.

The occaisional DR slashing vs Greatsword is not the same as only having one Shield.

DR slashing affects all slashing weapons equally. Shield blocking specifically favors Sturdy Shields.


Temperans wrote:

If you want to take Spellguard then Shield Block is not a problem.

The occaisional DR slashing vs Greatsword is not the same as only having one Shield.

DR slashing affects all slashing weapons equally. Shield blocking specifically favors Sturdy Shields.

Using the right tool for the right problem is a base part of RPG design. If you want to Shield Block, use an appropriate tool. Theres no fundamental problem with that paradigm.

If you want to be the 2-4 shield blocks a round guy, they covered you by including a shield to cover that build in the core rulebook. That is why the Sturdy exists.

All those other shields? Those are for normal shield use and for Shield Blockers to use when appropriate.


When is it a good time to destroy an 8,800 gold shield to save 11 HP when you have 200?

I am not asking for shields to block as much as Sturdy. I just dont want an 8,800 gold shield to be weaker and more likely to break than a 100 gold shield. Is that really such a bad thing?

Is a shield not getting destroyed because you used it as intended really so bad that a level 4 item can take its place and do it better?


Temperans wrote:


Is a shield not getting destroyed because you used it as intended...

Using the Shield Block Reaction to destroy your shield is not use as intended. Developer commentary agrees that you should never lose a shield to blocking unless you find it extremely necessary.

Using your shield with the Raise Shield action... as intended... will never result in its destruction.

Scarab Sages

KrispyXIV wrote:
Temperans wrote:


Is a shield not getting destroyed because you used it as intended...

Using the Shield Block Reaction to destroy your shield is not use as intended. Developer commentary agrees that you should never lose a shield to blocking unless you find it extremely necessary.

Using your shield with the Raise Shield action... as intended... will never result in its destruction.

Except...there have been multiple demonstrated cases where that does prove true.


Angel Hunter D wrote:
KrispyXIV wrote:
Temperans wrote:


Is a shield not getting destroyed because you used it as intended...

Using the Shield Block Reaction to destroy your shield is not use as intended. Developer commentary agrees that you should never lose a shield to blocking unless you find it extremely necessary.

Using your shield with the Raise Shield action... as intended... will never result in its destruction.

Except...there have been multiple demonstrated cases where that does prove true.

There's literally zero possibility of your shield being destroyed if you only use Shield Block when your shield won't be destroyed. Its as simple as that. Choosing to block an attack that that will destroy your shield is not mandatory, and should never really happen.

There's a developer quote in a recent thread in the rules forum that was referenced that the intent of the current design was to make shields destroyable, but that they shouldn't ever be destroyed without the player deciding to do that.

If you use Raise Shield - the basic shield action, which provides the majority of their defensive benefits - there is zero risk, ever.


KrispyXIV wrote:
If you are ignoring stuff like the Spellguard shield as a specialist because you feel you must be using Shield Block all the time, you are misplaying your character and shooting yourself in the foot.

Please stop misrepresenting the opposing arguments. It is not about "using Shield Block all the time". It is, and always has been, about only being able to block the very weakest of attacks and using you face to protect your shield in all other cases.

Th Spellguard shield is not a particularly good example, because it is only sixth level, and at that point the expected damage is low enough that it is unlikely to be destroyed. But the 18th-level Reflecting Shield has exactly the same hardness and hit points (6 and 24), which means you cannot block any attack that does 30 damage without destroying your 18000 gp shield. According to Table 2-10, it would be destroyed on an average roll by anything other than a Low damage attack (which would need to roll 3 points above average).

KrispyXIV wrote:
There's literally zero possibility of your shield being destroyed if you only use Shield Block when your shield won't be destroyed. Its as simple as that. Choosing to block an attack that that will destroy your shield is not mandatory, and should never really happen.

Restating the problem and trying to pretend it is the solution does not make it so.

_
glass.


The game is not designed for you to use Shield Block with all shields at all levels.

Shields are an extremely powerful boon for characters that choose to use them, and there are shields to support playstyles that do want to make heavy use of Shield Block.

There are a few specific examples of shields that don't fulfill their apparent purpose (this does not include the Reflective Shield, or other high level shields you can't block with).

The "problem" is not with the game or the general mechanics of shields, or even the majority of shields. Those work just fine.

I'm not trying to be offensive here, but this feels like people wanting a square peg to go into a round whole, or the earlier noted "straight power bump to shields for no needed reason" - shields are the opposite of weak.


4 people marked this as a favorite.

Krispy that is the problem its like you are ignoring our points.

We have been saying for a while that not all shields should be used for blocking. But those that are designed for blocking (Forge Warden, Arrow Catching, Adamantine, etc.) are either overpriced or have too few hp.

We have no problem with raising a shield. We have no real problem with shield block.

We do have a problem with many blocking shields being so weak an equal level enemy can break or even destroy them. We do have a problem with many blocking shields being multiple times more expensive than the cheapest Sturdy shield and somehow being worse. We do have a problem that the only shields that are competing with Sturdy Shields are both Rare, so the only real choice for Shield Blocking is Sturdy shields.

Block with a Forge Warden? Destroyed.
Use Arrow Catching in its intended case? Destroyed.
Buy Adamantine? A literal waste of money.
Spiked Shield? Quickly falls behind.


KrispyXIV wrote:
The game is not designed for you to use Shield Block with all shields at all levels.

Fine, but I feel like that's not at all what people are arguing. Can you confidently say there isn't any design space for "Middle shields" that can afford to take one, maybe two reasonable hits but still have some sort of auxiliary bonus?

The shield situation currently feels very all-or-nothing and I feel like that's one of the main issues people have, people aren't demanding all shields become viable blocking shields.


Temperans wrote:
Krispy that is the problem its like you are ignoring our points.

Uh... you must have missed where I agreed that several of those specifically probably need adjusted (other than Forge Warden, which is probably OK if not amazing).

What I'm opposed to is the argument that you "must use your face to save your shield", because that is absolutely not the case.

You are not intended to be using shields regularly in ways they would be destroyed. IE, the Reflective Shield is not for blocking at-level foes.

If other shields - like the Arrow Catching Shield - can't be used, that's a separate problem that doesn't relate to face-blocking for shields or whether its bad that theres only one shield that caters to extremely specialized multiple blocks a turn builds.


Henro wrote:
KrispyXIV wrote:
The game is not designed for you to use Shield Block with all shields at all levels.

Fine, but I feel like that's not at all what people are arguing. Can you confidently say there isn't any design space for "Middle shields" that can afford to take one, maybe two reasonable hits but still have some sort of auxiliary bonus?

The shield situation currently feels very all-or-nothing and I feel like that's one of the main issues people have, people aren't demanding all shields become viable blocking shields.

Like the Spined Shield or Reforging Shield?

There is room, and they exist. More will come out over time.

The Arrow Catching shield should also probably fall into this category, with the ability to catch the errant deadly shot for your ally without being destroyed (being broken and needing repairs is probably fine - thats a powerful ability).


I am beginning to think that apart from some real mechanical issues where shield have to be used in order to create effects but won't survive that usage this is as much an expectation vs reality vs design issue.

In PF1 not everybody could use a shield, but those who could had the privilege of having much higher AC than those who could not. PF2 did away with this and now everybody can use a shield for AC (which considering how the PF2 math works probably was the right thing to do).

As a "compensation" (sorry, no better word) all former shield users got the shield block feat for free. And while it reads fantastic if you havent played PF2 much yet the thing is, mechanically the shield block feat is way, way weaker than PF1 shield proficiency.

So after first reading I was: "Wow, my warpriest and our fighter can block a certain amount of damage every single round, that's great!", whereas in play it quickly became apparent that this is mostly not the case.

You need the action economy to raise the shield (and as has been discussed within this thread with raising the shield most of the work is already done; less action economy problem for our fighter but a huge problem for my warpriest), you need the reaction to block being available (less problem for my warpriest but a huge problem for our fighter) and lastly and most importantly for this thread, you need a shield that can actually absorb 1 to X hits (huge problem for both of us as at level 7 we are still struck to spellguard shield and steel shield respectively).

The thing is, action economy and reaction management are things that are 100% within the player agenda. What is not within the player agenda is availability of shields (but for the sake of argument let's wave this issue) and what is also not within the player and perhaps even GM agenda is shield stats.

So if you want to improve the mileage of your shield block feat you need to use a shield that enables multiple blocks, much like the fighter needs to use a weapon of a specific group in order to utilize the benefits of his weapon mastery.

And this is where expectation vs reality vs design kicks in. It is a long way from expecting to block most often in any given combat to realizing that you will actually only be able to block once in a blue moon (some classes more than others of course) while asking yourself if everything is indeed working as intended.


The argument that "letting 'special' shields block with at least some effectiveness would be unbalanced" doesn't hold.
Why? Because at level 6 the Lion's Shield can block most non-critical hits once per battle without breaking, stopping 6 damage that represent 1/3 of the average incoming damage. Even the more fragile Spellguard Shield can be used on roughly half of non-critical hits without breaking. And they do cool things too.

Now, when damage and HP scale up with levels, the shields' stats should do the same to remain balanced - maybe barring some specific exceptions that could make sense that way.
Imagine a higher level Greater Lion's Shield that does 4d6 with its bite, but has got the same hardness, BT and HP than the normal one. Why would you make it so? You could use it to bite and to block at level 6, and now at level 16 you can only bite (and the damage is still in line with what's expected), because if you try to block not only it's most probably destroyed, but it also only stops 16% of incoming damage instead of 33%.
And the Reflecting Shield resembles an upgraded Spellguard Shield, but has got the same stats so you can't sometimes block with the latter like you did with the former.

To reiterate: Sturdy Shields stop about 40-50% of an average non-critical hits at all levels of play. Non-sturdy shields have decreasing effectiveness in blocking, added to the fact that you must completely stop using them that way past level 10, maybe before that.
So this can't be a matter of balance.


1 person marked this as a favorite.

As far as I understood, I think we all agree on 2 points:

First one

Quote:
Forge Warden and Arrow Catching shields need more HP in order to be properly used

Note that I am talking about HP and not hardness, because in order to work they simply need to have extra HP ( because of their passive, they are not meant to be "sturdy" ).

Arrow catching shield must be able to "protect" an ally, allowing the user to take the damage instead ( like Champion's Sacrifice, but for ranged attacks )

Forge warden requires the shield to take damage, in order to strike back with some fire damage.

About the Spined Shield

Quote:

The Spined shield is probably one of the best shield ( for its concept ), and the way it works is definitely perfect.

You have a shield not meant for shield block, but that could be used in order to perform a block and, if you have enough spines left, it could even withstand a lvl 20 blow ( 24 HP + 6 Hardness + 6x5=30 = 60 HP )

***

Second one

Quote:
Materials are not useful nor convenient for what concerns "crafting a shield".

Which means that, by RAW, an adventurer should be using special materials to:

- Craft Weapons or Attached weapons
- Craft Armors
- Craft Shields, if you don't plan to use the Shield Block reaction ( A Mithral Shield would lower your Bulk from 1 to L, which is great ).

***

The discussion should continue by understanding what the two parts agree on.

What would be nice to have, in order to go even deeper, is some math in terms of DR given from the Raise Shield action, compared to the Shield Block Reaction given by a Sturdy shield of the same level.

We all agree that the Raise Shield gives the most of DR, but till now I couldn't find any math pointing out some numbers ( and unfortunately, I am not good at it ).

If somebody is willing to do it, I am specifically referring to:

Quote:

1) A lvl 1 > lvl 20 comparison scale

2) On each level, The DR given from 2 attacks ( average damage )
3) On each level, the DR given from a successful shieldblock ( we can always do x2 if we want to assume we use quick block or quick shield block feat )
4) Eventually, weighted average. In order to have an overall.

This way it would be more clear how much a shield block matters.


Ubertron_X wrote:

I am beginning to think that apart from some real mechanical issues where shield have to be used in order to create effects but won't survive that usage this is as much an expectation vs reality vs design issue.

In PF1 not everybody could use a shield, but those who could had the privilege of having much higher AC than those who could not. PF2 did away with this and now everybody can use a shield for AC (which considering how the PF2 math works probably was the right thing to do).

As a "compensation" (sorry, no better word) all former shield users got the shield block feat for free. And while it reads fantastic if you havent played PF2 much yet the thing is, mechanically the shield block feat is way, way weaker than PF1 shield proficiency.

So after first reading I was: "Wow, my warpriest and our fighter can block a certain amount of damage every single round, that's great!", whereas in play it quickly became apparent that this is mostly not the case.

You need the action economy to raise the shield (and as has been discussed within this thread with raising the shield most of the work is already done; less action economy problem for our fighter but a huge problem for my warpriest), you need the reaction to block being available (less problem for my warpriest but a huge problem for our fighter) and lastly and most importantly for this thread, you need a shield that can actually absorb 1 to X hits (huge problem for both of us as at level 7 we are still struck to spellguard shield and steel shield respectively).

The thing is, action economy and reaction management are things that are 100% within the player agenda. What is not within the player agenda is availability of shields (but for the sake of argument let's wave this issue) and what is also not within the player and perhaps even GM agenda is shield stats.

So if you want to improve the mileage of your shield block feat you need to use a shield that enables multiple blocks, much like the fighter needs to use a weapon of a specific group in...

This is a really good post.

I think my take away or callout from it may be that if you do want to be able to block multiple attacks on the regular, this is a more niche build than it appears to be, leading to a disconnect with expectation v. reality.


+AC is always better than shield blocking because of ratios. +2 to AC means +10% chance of not taking any damage and +10% chance of not taking any critical hit damage.

On the other hand. Any given shield will always block the same amount regardless if its a normal or critical hit. But they also effectively double the amount of damage taken since both you and the shield take the remaining damage.

This means that while Raising a shield will give a constant AC bonus. Shield Blocking will largely result in a diminishing returns: And because most shield have so few HP, the only ones that can even survive a critical hit reliably are Sturdy-like Shields.

As for special materials. Mithral, Darkwood, Orichalcum, and Dragon Hide are the only worth while materials as currently written. Silver, Cold Iron, and Adamantine are all written to be "bashing shields" which does save you some money weapon wise. However, given how easily they break, if there is any plan to ever use Shield Block its cheaper in the long run to buy a level 7 Sturdy Shield so you can actually block and use a Shield Boss/Spike for the material type.

Btw, something not talked about, is that Adamantine Weapon half the hardness unless they have a larger hardness. So most shields can easily go from barely safe to not safe at all.


Temperans wrote:
Btw, something not talked about, is that Adamantine Weapon half the hardness unless they have a larger hardness. So most shields can easily go from barely safe to not safe at all.

In reality though, is this talking about a reduction of 3 (in the case of the standard non-blocking shield hardness of 6), at at the maximum of 6 (13 reduced to 6)?

Also, Adamantine Weapons and Shield Block are both typically 'player oriented' mechanics, so while this is true I don't think its likely to be a significant problem in play.


HumbleGamer wrote:


About the Spined Shield
The Spined shield is probably one of the best shield ( for its concept ), and the way it works is definitely perfect.

You have a shield not meant for shield block, but that could be used in order to perform a block and, if you have enough spines left, it could even withstand a lvl 20 blow ( 24 HP + 6 Hardness + 6x5=30 = 60 HP )

That's not as I read the rules:

Spined Shield wrote:
When you use the Shield Block reaction with this shield, the spines take the damage before the shield itself does. When the shield would take damage (after applying Hardness), one spine snaps off per 6 damage, reducing the damage by 6. The shield takes any remaining damage. When there are no spines left, the shield takes damage as normal.

To me, the part I bolded means that no more than one spine can absorb damage from a given hit. This reduces the survivability of the shield a lot.


Megistone wrote:
HumbleGamer wrote:


About the Spined Shield
The Spined shield is probably one of the best shield ( for its concept ), and the way it works is definitely perfect.

You have a shield not meant for shield block, but that could be used in order to perform a block and, if you have enough spines left, it could even withstand a lvl 20 blow ( 24 HP + 6 Hardness + 6x5=30 = 60 HP )

That's not as I read the rules:

Spined Shield wrote:
When you use the Shield Block reaction with this shield, the spines take the damage before the shield itself does. When the shield would take damage (after applying Hardness), one spine snaps off per 6 damage, reducing the damage by 6. The shield takes any remaining damage. When there are no spines left, the shield takes damage as normal.
To me, the part I bolded means that no more than one spine can absorb damage from a given hit. This reduces the survivability of the shield a lot.

It says explicitly, one spine per six damage.

The intent appears to be that it reduces 6 damage per spine, not that you receive 30 damage, all five spines pop off, and you reduce by six total.


Krispy I mentioned the hardness because Hardness 13 drops to hardness 6. enough to cause trouble for low HP shields.

And also because higher level Sturdy Shields (13+) have hardness of 15-20. Which means that Adamantine weapons are not likely to reduce their hardness. The shields with the most HP are also harder than adamantine.

Which I had not noticed in my focus on the HP difference.


KrispyXIV wrote:
Megistone wrote:
HumbleGamer wrote:


About the Spined Shield
The Spined shield is probably one of the best shield ( for its concept ), and the way it works is definitely perfect.

You have a shield not meant for shield block, but that could be used in order to perform a block and, if you have enough spines left, it could even withstand a lvl 20 blow ( 24 HP + 6 Hardness + 6x5=30 = 60 HP )

That's not as I read the rules:

Spined Shield wrote:
When you use the Shield Block reaction with this shield, the spines take the damage before the shield itself does. When the shield would take damage (after applying Hardness), one spine snaps off per 6 damage, reducing the damage by 6. The shield takes any remaining damage. When there are no spines left, the shield takes damage as normal.
To me, the part I bolded means that no more than one spine can absorb damage from a given hit. This reduces the survivability of the shield a lot.

It says explicitly, one spine per six damage.

The intent appears to be that it reduces 6 damage per spine, not that you receive 30 damage, all five spines pop off, and you reduce by six total.

You are right, somehow I missed that 'per 6 damage' everytime I read the passage.

The Spined Shield is fine, then, like the other shields around its level. The problems come later on.


KrispyXIV wrote:
The game is not designed for you to use Shield Block with all shields at all levels.

Once again, a variety of interesting shields != all shields.

KrispyXIV wrote:
I'm not trying to be offensive here

Then how about you stop misrepresenting any view which does not coincide exactly with yours?

_
glass.


glass wrote:
KrispyXIV wrote:
The game is not designed for you to use Shield Block with all shields at all levels.

Once again, a variety of interesting shields != all shields.

KrispyXIV wrote:
I'm not trying to be offensive here

Then how about you stop misrepresenting any view which does not coincide exactly with yours?

_
glass.

I'm just saying, the core rulebook has limited space.

In that space, it provided a definitive option to support shield block builds, a number of strong utility shields, a couple shields in that blocking middle ground (dragonslayer shield and spined shield are likely good examples of what these should be, whereas the arrow catching shield is a definitive miss).

Theres also the Special Material shields, which do not appear to have been written with usability in mind.

To me, that doesnt represent a systemic failure. Its the base list of shields, which is fully functional (all builds have at least enough support to work, with limited selection), and current expansions show more options for some of those classes of items that have only limited representation are on the way.

Also, it is absolutely the expected result that someone who is not committed to a specific aspect of shields would have the broadest selection, as they don't need to focus on any given mechanic. Specialization always reduces options, its... fundamental to Specialization.

So where is the problem? The goal of the core book is to make sure people have the options they need to succeed - the Sturdy shield does that. No one needs multiple options in the core book to cater to their niche build. Those are a luxury, not a design issue.

Those will come later, in expansion material.

Its only a problem if you assume that the use of Shield Block is intended to be routine or "The Norm" as opposed to an opportunistic bonus or something you spec into with gear and feats. The Norm is Raise Shield - Shield Block is the low-value bonus.


2 people marked this as a favorite.
KrispyXIV wrote:
So where is the problem? The goal of the core book is to make sure people have the options they need to succeed - the Sturdy shield does that. No one needs multiple options in the core book to cater to their niche build. Those are a luxury, not a design issue.

This seems a little uncharitable to me. Shield blocking is hardly a niche build, or at least not considered one by many if this thread is anything to go by. Fighters and Champions are both classes with highlighted shield-blocking builds, and the availability of the general feat means other classes can dabble in it as well.


Henro wrote:
KrispyXIV wrote:
So where is the problem? The goal of the core book is to make sure people have the options they need to succeed - the Sturdy shield does that. No one needs multiple options in the core book to cater to their niche build. Those are a luxury, not a design issue.
This seems a little uncharitable to me. Shield blocking is hardly a niche build, or at least not considered one by many if this thread is anything to go by. Fighters and Champions are both classes with highlighted shield-blocking builds, and the availability of the general feat means other classes can dabble in it as well.

There appears to be a perception that Shield Block is a significant class feature, as opposed to the minor mechanical benefit offered by a typical General Feat, which some classes receive as a free perk.

It can become a more significant class feature for fighters and champions with significant investment - and a Sturdy Shield addresses the need of these builds for a shield that can block multiple times and not break.

That's the exception, the niche. Not the general design paradigm and rule.


6 people marked this as a favorite.
KrispyXIV wrote:
There appears to be a perception that Shield Block is a significant class feature, as opposed to the minor mechanical benefit offered by a typical General Feat, which some classes receive as a free perk.

That's just how you perceive shields, and how you are choosing to frame the conversation. Acting as though this is some unassailable truth makes productive dialogue extremely difficult.


Let me get this straight:

SIDE A:
Non-sturdy shields are too frail - sturdy is OK but getting the shield broken unless it's sturdy is unsatisfactory

SIDE B:
Non-sturdy shields are fine - sturdy is OK but getting the shiled broken unless it's sturdy is healthy for the game


1 person marked this as a favorite.
Henro wrote:
KrispyXIV wrote:
There appears to be a perception that Shield Block is a significant class feature, as opposed to the minor mechanical benefit offered by a typical General Feat, which some classes receive as a free perk.
That's just how you perceive shields, and how you are choosing to frame the conversation. Acting as though this is some unassailable truth makes productive dialogue extremely difficult.

Everyone's opinion is "just how you perceive shields" for each person, though.

Krispy is no more treating their own opinion as "unassailable truth" than most others on the forum do, so why the call out? It looks like trying to invalidate and dismiss the opinion instead of actually have a discussion.


thenobledrake wrote:
Krispy is no more treating their own opinion as "unassailable truth" than most others on the forum do, so why the call out? It looks like trying to invalidate and dismiss the opinion instead of actually have a discussion.

If Krispy doesn't feel this is a truth, then I misjudged what they were saying preemptively apologise, and perhaps my chosen words were a little too harsh given the circumstance. However, many of their arguments seem to rest on the assumption that shield blocking is a minor or niche feature, an assumption I would call fairly controversial given this thread. I certainly disagree with it.


1 person marked this as a favorite.

While I understand a number of people disagree with the assumption Krispy makes, I see it like this:

Krispy's assumption, if treated as true, matches up with the details in the rules well - all the shield options and rules, excluding the ones I've not seen a single person disagree about the issues with, fit in and are explained fully.

Whereas other folks assumptions, if given that same treatment, doesn't match up and look like an explanation. Instead it looks more like it's not just the ones everyone agrees on issues with, but the entire catalog of options and rules regarding shields that aren't built as intended except the one that "works, but is boring."

At that point, to me at least, it's just a matter of probability determining which assumption I think is more accurate.


I'd also submit as support for my position that Shield Block is valued at "Exactly One General Feat".

One General feat is not a significant boost to character power level, and is certainly not character defining.

It is less of a class Feature than Attack of Opportunity, for example, that has a cost of a Class feat at best or multiclassing at worst.

Shield Block is by design a minor boost at its default level.


2 people marked this as a favorite.
D@rK-SePHiRoTH- wrote:

Let me get this straight:

SIDE A:
Non-sturdy shields are too frail - sturdy is OK but getting the shield broken destroyed unless it's sturdy is unsatisfactory

SIDE B:
Non-sturdy shields are fine - sturdy is OK but getting the shiled broken destroyed unless it's sturdy is healthy for the game

Corrected it.

So far, the most recurring arguments for Side B are:
1) Non-sturdy shields are fine because some classes shouldn't use shields at all.
2) Non-sturdy shields are fine because you can choose not to block.
3) Non-sturdy shields are fine because blocking is a secondary mechanic that should only be allowed with a very specific item choice.
4) Non-sturdy shields are fine because CRB had limited space and thus other viable options for blocking couldn't fit.
5) Non-sturdy shields are fine because spending a reaction to block 6 damage once or twice per fight at level 18 without suffering an important wealth loss would be too much, unless you have that specific item.

Except, I'll say, that you can block the same damage at level 6, when that amount is much more meaningful, most of the times without destroying your non-sturdy shield.


Shield Block is valued at 1 general feat and the cost of the shield.

And many of the shields are very expensive for what they do.


Temperans wrote:

Shield Block is valued at 1 general feat and the cost of the shield.

And many of the shields are very expensive for what they do.

Except that the strongly implied developer intent is that the cost of the shield should never be relevant.

The current design exists explicitly to create the real danger of a shield being destroyed by high damage, while leaving the player the agency to completely avoid that result by choosing not to block attacks that would have that result.

Shields are designed such that some attacks would break them if blocked, but you aren't supposed to block those attacks.

The Sturdy Shield is a specific item that creates an exception to that design.


KrispyXIV wrote:
Temperans wrote:

Shield Block is valued at 1 general feat and the cost of the shield.

And many of the shields are very expensive for what they do.

Except that the strongly implied developer intent is that the cost of the shield should never be relevant.

The current design exists explicitly to create the real danger of a shield being destroyed by high damage, while leaving the player the agency to completely avoid that result by choosing not to block attacks that would have that result.

Shields are designed such that some attacks would break them if blocked, but you aren't supposed to block those attacks.

The Sturdy Shield is a specific item that creates an exception to that design.

Where is that developer intent strongly implied?

I've missed the last 200 or so posts, so maybe I missed some startling revelation, but as far as I know, when weighing the cost of an ability, you weigh all of the costs. I wasn't aware that Paizo had added a footnote somewhere that states that we shouldn't worry about the price tag on the shield you are contemplating shield blocking with.

If that was the case, there would be some ability or general rule that allowed a player to recoup the cost of a destroyed shield. As is, that does not exist to the best of my knowledge excepting only one or two specific shield and a Champion capstone ability.


3 people marked this as a favorite.
Henro wrote:
KrispyXIV wrote:
So where is the problem? The goal of the core book is to make sure people have the options they need to succeed - the Sturdy shield does that. No one needs multiple options in the core book to cater to their niche build. Those are a luxury, not a design issue.
This seems a little uncharitable to me. Shield blocking is hardly a niche build, or at least not considered one by many if this thread is anything to go by. Fighters and Champions are both classes with highlighted shield-blocking builds, and the availability of the general feat means other classes can dabble in it as well.

"A little uncharitable" doesn't really cover it. Unless there are a whole bunch of feats I have missed, there are a grand total of two class feats for shields that do not involve blocking. So for a shield specialist, blocking is not a niche build, it is the only build.

ETA:

@thenobledrake, that the arguments for keeping the status quo match up better with the printed rules than the argument against it is hardly persuasive. Of course they do!

@krispy, the argument about space in the book fails, because they already print the hardness and hp for each shield. Making those numbers scale by level would add not extra space.

@both, if it is fine for level-appropriate damage to only break a non-sturdy shield at level 6, why does would it be such a problem at level 16.

_
glass.


beowulf99 wrote:
KrispyXIV wrote:
Temperans wrote:

Shield Block is valued at 1 general feat and the cost of the shield.

And many of the shields are very expensive for what they do.

Except that the strongly implied developer intent is that the cost of the shield should never be relevant.

The current design exists explicitly to create the real danger of a shield being destroyed by high damage, while leaving the player the agency to completely avoid that result by choosing not to block attacks that would have that result.

Shields are designed such that some attacks would break them if blocked, but you aren't supposed to block those attacks.

The Sturdy Shield is a specific item that creates an exception to that design.

Where is that developer intent strongly implied?

I've missed the last 200 or so posts, so maybe I missed some startling revelation, but as far as I know, when weighing the cost of an ability, you weigh all of the costs. I wasn't aware that Paizo had added a footnote somewhere that states that we shouldn't worry about the price tag on the shield you are contemplating shield blocking with.

If that was the case, there would be some ability or general rule that allowed a player to recoup the cost of a destroyed shield. As is, that does not exist to the best of my knowledge excepting only one or two specific shield and a Champion capstone ability.

There was a series of developer posts in a thread which is going to be difficult for me to look up on my phone, so I can go looking for it later. It was recently linked in a thread on the rules forum.

There was one post that explained why they went away from dents (so that shields could theoretically be destroyed in a single hit), and another which explained that since you know incoming damage before blocking you should never be losing a shield unless you choose to.

So... you aren't intended to block hits that would destroy your shield. Block hits that won't, and choose your shield accordingly (go Sturdy) if you want to block but hits are too big more often than you'd like.


KrispyXIV wrote:

I'd also submit as support for my position that Shield Block is valued at "Exactly One General Feat".

One General feat is not a significant boost to character power level, and is certainly not character defining.

It is less of a class Feature than Attack of Opportunity, for example, that has a cost of a Class feat at best or multiclassing at worst.

Shield Block is by design a minor boost at its default level.

The problem with that is that two classes have a lot of feats that build from the shield block foundation

but if you go with those feats and actually want something you get to choose: blowing LOTs of money, sacrificing hp for the shield or Sturdy Shield


1 person marked this as a favorite.
glass wrote:
@thenobledrake, that the arguments for keeping the status quo match up better with the printed rules than the argument against it is hardly persuasive. Of course they do!

It's not about whether or not the argument matches up with the printed rules as much as it is expecting the rules in the book to be what the writers intended.

That's an important distinction, because it's far more probable that what's in the book is on purpose and people that don't like it have their expectations not matching to what the authors expect than it is that people with expectations not lived up to by what's in the book is a group that includes the authors and what is in the book is not just a bunch of errors but also somehow not obvious enough to the authors to get fixed by first-pass errata.

To phrase that differently: Maybe Krispy is wrong and everyone insisting all non-sturdy shields need boosts to their stats to function as intended are correct - but the odds look outlandish.

401 to 450 of 814 << first < prev | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | next > last >>
Community / Forums / Pathfinder / Pathfinder Second Edition / General Discussion / Sturdy Shield good for the game? All Messageboards

Want to post a reply? Sign in.