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Re: Armor and Shields
Posted: Thu Feb 14, 2013 4:35 pm
by Joe the Rat
artikid wrote:@Solomoriah, re-enchantment using Magic research rules?
Something like this (including a good armorer to hammer out the dents).
Re: Armor and Shields
Posted: Thu Feb 14, 2013 6:09 pm
by SmootRK
Something I thought of that should be in these rules.
Tower Shields (Kite/Large Shields)... perhaps limit these to Fighter Only (as in Clerics cannot use);
and another change on this line of thinking,
Bucklers may be utilized by Thieves.
Personally, I am of the mindset that a MU could potentially use a buckler as well, but I doubt the hardliners here would think similarly.
Re: Armor and Shields
Posted: Thu Feb 14, 2013 6:48 pm
by LibraryLass
I'd be okay with letting any class have a buckler, and maybe even shields. My experience is that they're pretty intuitive.
Re: Armor and Shields
Posted: Thu Feb 14, 2013 8:34 pm
by Maliki
Under shield splintering, this line seems confusing (at least to me

)
If the character is not proficient with shields (like a Thief) deduct 1, add his specialization bonus if specialized.
It sounds like a character or is not proficient with shields could still be specialized.
Maybe something more like
A character who is specialized with shields (see combat options) adds his specialization bonus to the damage reduction, while a character not proficient with shields (like a thief) deducts 1.
Re: Armor and Shields
Posted: Fri Feb 15, 2013 2:50 pm
by artikid
New version with clarifications.
Cheers
artikid
EDIT: last release up in later post
Re: Armor and Shields
Posted: Sat Feb 16, 2013 12:50 pm
by Joe the Rat
I expanded some of the armor descriptions for the Equipment Emporium. If you like any of it, you can work it in here. I would recommend adding something on creature size - it's in the core (the halfling part, at least), but not always noticed.
Re: Armor and Shields
Posted: Sat Feb 16, 2013 1:53 pm
by artikid
Last release
Re: Armor and Shields
Posted: Wed Feb 20, 2013 8:57 pm
by SmootRK
If I were to suggest something, it would be that Shields should be tweaked a bit... nothing necessarily wrong, but for reason of simplification, neatness/tidyness of the rule (and minimal change at that):
Buckler +1 AC, but only against 1 opponent per round.
M. Shield +1 AC (any number of foes) - this is the standard shield.
Tower Shield +2 AC, +4 vs Missiles
The Tower Shield Change comes from reading p.46 about 'cover and concealment'. It is a bit of an extrapolation and logical application of those rules (because the rules do not cover this directly). Review that section to see where I am going with my thinking here. The Tower Shield counts as a portion of hard cover (so I would double the standard value of +2 to +4).
Of course, this is debatable... but I throw it out there to consider.
Re: Armor and Shields
Posted: Wed Feb 20, 2013 11:12 pm
by Joe the Rat
Buckler presents an interesting case alongside two-weapon fighting. As-is, it's a melee blocker, useless against missiles. The other common route is to make it only good for one attacker.
Now when you add two-weapon fighting,one-hit bucklers become obsolete. You get +1AC vs. 1 opponent if you use your off-hand weapon defensively. There is a slight advantage for bucklers if you allow them to be used against a single missile strike.
Re: Armor and Shields
Posted: Wed Feb 20, 2013 11:26 pm
by Solomoriah
I prefer Smoot's shields. That's how I'd do it if I did multiple shield types.