AlternateMechanics/DSAlternateShields

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Revision as of 03:53, 21 October 2004 by DigitalSentience (talk) (Fixed Sophitia's name)
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Under these rules, shields are a piece of equipment, the same as any other. To gain the benefit of a shield as a parrying tool, you have to actually /parry/ the attack with it.

As a note, however, the Speed and Rate of a Shield have the reverse meanings of normal. The smallest shield can most quickly be brought to bear against an attack, but in blocking the attack are usually knocked aside. More massive shields take longer to properly position- but easily allow someone to 'hide' behind the shield and intercept several attacks.

Name    Speed Accuracy  Damage  Defense  Rate  Mobility
Buckler   +1     +0      +1B      +2*      3      -0
Target    -1     -1      +2B      +2       6      -1
Tower     -3     -3      +3B      +2**     9      -2
T.Bolt    +1     +1      +3B      +4       9      -0 
* Buckler's have no defense bonus against ranged attacks
** Tower shield's add an additional +2 against ranged attacks

A character using a shield has functionally tied up one hand, and can not take actions that require both hands. This includes using certain large weapons or their artifact equivelents (such as Greatswords or Grand Daiklaives). Using a shield also counts as an off-hand action, and imposes the normal -1 die penelty.

Comments

Offhand penalty only applies to attacks (it's worth mentioning that here, because in this context it could cause confusion). This approach to shields makes sense, but you have to run a fine line to avoid excess complexity. Things are further complicated by the need to be consistent with published weapons. Does it make sense to give shields a mobility penalty? Why is it easier to block an arrow with a straight sword than a buckler? Are the defense bonuses too for shields low? Is the ability for a Solar to do a Sophitia-esque shield spin attack with the thunderbolt shield intentional, or an unintended side-effect? :P

Right now, it seems that shields are only useful to mortals in full parries: their primary advantage seems to be their rate, and even elite troops aren't able to take more than three actions per round. Aside from in full parries, a mortal would be better off just wielding a second weapon to defend with. Let me suggest an additional rule: if a character successfully blocks an attack with a shield, he gets a cumulative one-die bonus to his next parry that turn, if it's against the same attacker and he uses the shield. Performing an attack or dodge voids any stored bonus dice, as does failing the parry roll or making a parry roll that does not benefit from the bonus. The bonus should be capped at something reasonable: maybe 2 dice, or perhaps the shield's defense.

I think that mechanic would be both realistic and explain why it makes sense for mortals to use shields. (Perhaps as an enhancement to the rule, you could allow a shield user to reflexively parry an attack with his store bonus dice, if any.) What do you think?

- Raindoll