A new shield system | - | Shields as weapons | - | Final thoughts |
Dragon 127 | - | - | - | Dragon |
A shield embodies protection,
safety, and
succor in the heat of battle.
Everybody
with two cents of AD&D®
game knowledge grabs a shield for all 1st-level characters that can use
one. "That's one more
point of armor class," they
declare smugly.
But is it that easy? Does
everyone have an
inborn talent for shield
use, or is it that
characters don?t need to
have any specific
knowledge to properly handle
one? (?Here,
boy, take this. If somebody
takes a swing
atcha?, throw it in front
of ya. An? do some
cuttin? yerself.")
A shield is like many other
pieces of
equipment in the AD&D
game. The purchase of a set of thieves' tools, for example, does not grant
the ability to use them.
The same is true of a weapon.
Thus, we
have our present dilemma:
Is it fair to
assume that a person could
use a shield to
full advantage without prior
training?
Probably not. For example,
an inexperienced PC might not be able use the shield
in a manner which would
not interfere
with his swing. He may expose
himself at a
bad time as a result, allowing
the enemy
an easy strike. Furthermore,
a shield the
size of a buckler presents
its own problems: It is so small that it would take a
good deal of practice to
use it for defense.
Now assume that a PC has
learned to use
all shields in general.
Is it logical to say
that all shields provide
the same amount
of protection? How can something
the size
of a buckler cover a defender
as well as a
large shield? Certainly,
a buckler is more
mobile, but it is not necessarily
as effective
as its larger counterparts.
Follow this train
of thought a little further.
In DRAGON®
issue #57, Len Lakofka
tells us that nearly
two-thirds of all blows
are caught by a
shield. <Weapon
& Shield Skills, Dragon 57>
This would seem to make the
shield
far more effective as protection
than the
single point of armor class
it presently
p r o v i d e s.
A new
shield system
To
put this into game terms, characters should be required to take a weapon
proficiency in shield use in order to use a shield properly.
In addition, characters
should be required to take
further proficiencies to gain full advantage of the various shield types.
Table 1 should be consulted
when considering shield use.
The armor-class column shows
how
much protection each shield
provides if
the user is sufficiently
proficient. The to
hit column gives penalties
to hit for all
attack rolls that are suffered
by a nonproficient user of a shield. Additionally, the
nonproficient user gains
but one point of
armor class no matter what
shield is used
(the exception to this being
the buckler;
such a shield would be useless
for defense,
but could still be used
for attacking, as
d e s c r i b e d
o n p a g e 7 8 o f Unearthed
Arcana).
Note the addition of a new
shield, the
mantlet, which was mentioned
in previous
issues of DRAGON
Magazine. The mantlet
was actually employed in
hand-to-hand
combat during the Middle
Ages. Oval or
rectangular in shape, the
mantlet covers a
6' creature from head to
toe. Attached to
the bottom of the mantlet
is a hinged spike
that can be swung out and
driven into the
ground to provide a standing
defense. This
shield weighs 15 pounds
and is considered
very bulky. A mantlet should
sell for 20 gp.
When a single shield proficiency
is taken, it is assumed that the character has
taken a basic course in
the use of all
shields. This single proficiency
allows the
shield-user to do the following:
disregard
the "to hit" penalties given
in Table 1; use a
buckler properly (reducing
armor class by
one point); and, use all
other shield types
with enough ability to reduce
armor class
by two points. Each additional
proficiency
taken provides another place
of armor
class for the pertinent
shield used until the
maximum protection allowed
for each is
reached as shown on Table
1. Thus, after
three proficiencies are
taken, all shields
are usable to full advantage.
In order to arrive at the
armor classes
given for each shield, several
factors have
to be decided -- the most
important being
the sizes of the different
shields. The
buckler is stated as being
1' in diameter.
By extrapolating from the
encumbrance
charts, we assume that a
small shield is 2'
long and that a large shield
is 4' in length.
We can also deduce that
the widths of the
four shields are from smallest
to largest:
1 ' , 1 ½
' , 2 ' , a n d 3 ' .
Additionally, a table on
page
64 of the
Dungeon Masters Guide
states that a target of missile weapons receives beneficial
modifiers to armor class
for any cover or
concealment it might have.
This would
also hold true for melee
combat; it?s a lot
harder to hit someone hiding
behind cover. Because of its more mobile defense, a
shield qualifies more as
concealment than
as cover against missile
fire -- unless, as in
the case of the mantlet,
a user decides to
hide behind it. Table 2
illustrates this use
of a shield. The initial
concealment figure
is from the DMG,
page 64. The percentage
in parentheses is a conjectural
figure of
the degree to which a 6'-tall
creature can
be concealed by each shield.
Although not
a perfect match with the
DMG's figures on
page
64, this does provide, a sound basis
for correlation to shield
protection.
When figuring a shields
protection, it is
important to base the percentage
figure
for concealment on that
provided for a 6?
creature. A large shield
would thus act as
a mantlet to a creature
only 4' tall, but
would be considered small
to a creature
12' in height.
Magical shields provide a
special case. If
a shield is enchanted, it
acts as if the bearer has at least one point of shield proficiency (assuming
the bearer can use
shields). The bearer, also
receives the
magical bonus as usual.
If the bearer
already has proficiencies,
he receives
whatever bonus is applicable.
Because shields now provide
a varying
amount of protection, a
determination
must be made of shield type
each time
that a shield is found.
Of all such shields
found, 75% will be large
(good for
humans). Small shields have
a 15% chance
to be found, and bucklers
and mantlets
each have a 5% chance for
appearance. Of
course, the DM can always
predetermine
what is found.
Shields
as weapons
A shield can also be a very
effective
offensive tool. Remember
the movies
wherein the hero uses a
shield to run over
or bash his enemies into
submission? The
combat system in the AD&D
game is simple enough that adding these tactics would
not clutter it. There are
actually provisions
for it in the game now.
The buckler is the only shield
that can
be used for attack and defense
in the same
round. Characters need not
be proficient
to attack with a shield.
The player must
state that a PC is going
to attack with his
shield before any rolls
are made that
round. The three forms of
shield attack are
pummeling,
pinning, and
shield-rushing.
If a player is using System
I, the first
method of unarmed combat
described in
Unearthed Arcana
(page 106), these
attacks are resolved in
the same manner
as are pummeling, grappling
(pinning), and
overbearing (shield-rush)
attacks. Pinning
differs from grappling only
in that there
must be a wall or some sturdy
object or
force against which to pin
the opponent.
Note that if a shield-rush
is successful, an
effort to pin the opponent
to the floor
might then be attempted.
The exceptions to these rules
of attack
are the buckler
and mantlet. The former
always attacks as described
in Unearthed
Arcana. The
latter, because of its size,
cannot be used to pummel
an opponent.
System
II, the second method of unarmed attack described in Unearthed
Arcana,
is a bit more complex and
requires the
further definition of a
shields usefulness.
In pummeling, all shields
are considered
large, hard objects (the
buckler and
mantlet excluded as before).
If the
defender can still effectively
employ his
shield, it is figured into
his armor class.
Pinning an opponent with
a shield works
in the same manner as does
a grappling
attack, with a couple
of modifications. The
defender of such an attack
would be able
to use his shield for defensive
armor class.
In addition to the five
methods given to
break free of a grapple,
a pin may be
automatically broken after
one round if
the defender's strength
is no more than
four points lower than that
of the attacker.
Conversely, if the attacker's
strength is five,
or more points less than
the defender's, he
cannot successfully pin
the opponent.
Shield-rushing and overbearing
attacks
would not differ in use.
Final
thoughts
On the whole, this system
does not
adversely affect game balance,
but it
allows for a more realistic
use of the
shield. At the same time,
it gives characters something to work for. One might ask:
"Why make characters use
valuable weapon proficiencies to learn shield use?" The
reason is that it is not
desirable for everyone to be completely proficient with
shields. The additional
protection given
would make it far and away
the best nonweapon proficiency. Without this system,
most characters would choose
shield use
to avoid suffering from
attacks. But if
weapon proficiencies are
required, these
characters are not
likely to have many
slots to spare until weapons
proficiencies
are gained. Remember: A
character with
an 18 dexterity, complete
proficiency with
a mantlet, and a suit of
full plate armor
has a frontal armor class
of, -7! That type
of protection must be earned.
This system can be altered
to fit any
individual campaign. One
might decide to
restrict this bonus to fighters
and rangers,
in the same manner that
weapon specialization is treated. This may not be such a
bad idea. One might also
rule that, after
becoming completely proficient
with
shields, each additional
proficiency taken
in shield use provides a
+1 initiative
bonus in striking the first
blow. Shields
should count for more,
and these are just
a few suggestions to make
them do so.
Table 1
Protection by Shield
Type
Shield type | Max. AC bonus* | "To hit" penalty |
Buckler | 1 | 0 |
Small | 2 | -1 |
Large | 3 | -2 |
Mantlet | 4 | -3 |
* Excluding magickal bonuses.
<note the exclusion of the medium shield, which is listed in the PHB!>
Table 2
Percentage of TARGET
Concealed
Shield type | Concealment | AC bonus |
Buckler | 25% (12%) | +1 |
Small | 50% (33%) | +2 |
Large | 75% (88%) | +3 |
Mantlet | 90% (100%) | +4 |
<note the exclusion of
the medium shield, which is listed in the PHB!>