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What games do interesting things with shields?

Started by Beldar, September 13, 2018, 07:50:45 AM

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Omega

In my own book some of the things you could do with a shield were...

Throw it.
Bash with it.
Stab with it if it had a point or blade on it.
Push with it.
Depending on the size and type of shield, form a barrier with it.
Shield others if was big enough.
Makes a nifty birdbath +1 when you retire.

Rhedyn

Quote from: Beldar;1055996GURPS is the most remarkable game that I can never get anyone to play. It's writing is excellent and often researched. I like GURPS combat in general but it's always been too hard of a sell to my gaming groups...
A 32 year old game on a 14 year old edition.

Best way I get people into new games is to run one-shots, which our groups rules that anyone who runs a one shot has to make characters for everyone (or provide them).

Post character creation GURPS is way easier to do. But it's also the only game I know that I think requires a session 0 of character creation.

WillInNewHaven

Quote from: Beldar;1055952Most tabletop games greatly undervalue shields. Fighting with a shield is a real game changer on the battlefield. They are far more than the small AC bonus classic games provide. What games out there do interesting thinga with shields in combat other than just a tiny AC boost? I'm not talking only about D&D types, but any traditional tabletop RPG.

In Glory Road Roleplay,
A large shield covers the front and left (right if using the other weapon in the left hand) and reduces ones Target Number (T#) versus missiles by 2/3 or -6, whichever is better. It reduces ones T# in melee by 1/3 or -3, whichever is better. It parries better than other weapons and can be used in a "punch" attack or in an attempt to overrun. On the other hand, it has to be carried, cannot be worn, so one hand and arm are not free for other tasks. Also, a shield rarely survives one hard battle.
A Medium shield covers the front and left side and reduces the T# versus missiles by 1/2 or -4, 1/4 or -2 in melee. Otherwise much the same as a large shield and it is not much handier to carry around.
A small shield covers the front or left side and reduces the T# by 1/3 or -3 versus missiles, 1/5 or -1 in melee.
A buckler has no passive defense but is very good for parrying and is very handy. It can be worn on one's belt.

Charon's Little Helper

Quote from: Mike the Mage;1055954Dragon Warriors.

It does nothing but if you get hit you roll a 1d6 and if you get a 1, it hits the shield.

Simple, but works so well in play.

YOu can specialise later to make a 1 in 4/

That sounds fine mechanically - but it'd substantially slow down play.

Psikerlord

#19
In Low Fantasy Gaming you can use your shield to negate one directional hit/damage by declaring such after the fact. You can't do it again until the shield is repaired at village or whatever. At the GM's option, depending on the attack negated, the shield may no longer provide +1 AC either until repaired, or be destroyed entirely. You can also shield punch as an attack, d3 + Str mod, but lose shield benefits until the start of your next turn.

Additionally, in combination with a Rescue exploit, you might be able to use a shield to protect someone else from an attack.
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soltakss

In RuneQuest you can use shields as follows:
  • Parrying an attack (Different sized shields absorb different amounts of damage)
  • Attacking an opponent
  • Covering locations so that missiles can't hit them
  • In a shield wall, covering locations so opponents can't hit them
  • Disarm an opponent, with a swordbreaker fitting

Things I have seen Shields used for in RuneQuest:
  • As a sledge, to quickly escape an enemy
  • As a makeshift discus to hit an enemy at a distance
  • Cast sunbright on a golden shield, to dazzle an enemy
  • As a mirror to see opponents while not looking at you (Medusa, you know who we are talking about)
  • As a stretcher to bring a fallen comrade out of battle
  • A barrier to stop dragon's fire or chaotic acid from hitting you
Simon Phipp - Caldmore Chameleon - Wallowing in my elitism  since 1982.

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Mistwell

Quote from: Mike the Mage;1055954Dragon Warriors.

It does nothing but if you get hit you roll a 1d6 and if you get a 1, it hits the shield.

Simple, but works so well in play.

YOu can specialise later to make a 1 in 4/

I really like this one

Kyle Aaron

For AD&D1e, I made a house rule: a shield wall may be formed with at least 3 people, giving a +1 to AC for each person beside you. <1HD creatures cannot form shield walls on their own, but need training and a 1+HD leader. Nohumans do not use shield walls as a matter of course, particularly the chaotic ones.

This has made 0-level men-at-arms considerably more valuable, and makes a big difference when fighting goblins and such. It also explains why even villages can often stand up to goblins etc on their own.

It's also made a difference in how players do things. As well as making them more inclined to have hirelings (the men-at-arms will also need a cook, all their supplies carried will need a teamster, and so on) and thus making it all look more like a small military band, the players themselves will have their fighters and clerics go in the shield wall, their magic-users behind it, and thieves are more likely to actually do their job of scouting ahead, or hiding somewhere and ambushing or sniping. It's a profound change from every idiot running off by themselves and getting killed.

Having shield walls encourages players to organise themselves.
The Viking Hat GM
Conflict, the adventure game of modern warfare
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jeff37923

I can't seem to find it now, but Kyle Aaron had a nifty little house rule called "Shields Will Be Splintered" where if an attack got through the armor on a to hit roll and the player was using a shield - they could sacrifice the shield and reduce the damage of the attack by 1d6. Added some fun to combats in my games.
"Meh."

Beldar

Quote from: jeff37923;1056190I can't seem to find it now, but Kyle Aaron had a nifty little house rule called "Shields Will Be Splintered" where if an attack got through the armor on a to hit roll and the player was using a shield - they could sacrifice the shield and reduce the damage of the attack by 1d6. Added some fun to combats in my games.

I've seen that done with B/X D&D. I think at low levels it was a neat option to have as starting characters in Basic are about as durable as an off-brand tissue trying to withstand one of my legendary nostrile blasts. The issue I had was that magic shields come before too long, and who is going to sacrifice a +2 shield unless they know it is their only chance?

Kyle Aaron

I've used that but didn't come up with it. I think it might have been an Alexandrian thing.

By the time they're high enough level to have found a magic shield (given no better than normal luck with random treasures), they'll be high enough level to make it unlikely they have to do things like sacrifice magic shields. That's basically a 1st-2nd level thing.
The Viking Hat GM
Conflict, the adventure game of modern warfare
Wastrel Wednesdays, livestream with Dungeondelver

Kiero

#26
I came up with my own house rules for shields in B/X-derived ACKS. Basically the size of shield has differing impacts on AC, and those impacts are separated into melee/thrown vs missile. There are also variant impacts in mass combat.

The critical thing is, in the milieu my hack deals with (antiquity, not the default medieval assumption of the system), the shield is the most important defensive accoutrement, not armour. Lots of warriors will go into battle with a helmet and shield, and be properly outfitted. I also wanted the PCs to have the option, in a pinch, of grabbing up their shield and weapons and not spending time getting armoured.
Currently running: Tyche\'s Favourites, a historical ACKS campaign set around Massalia in 300BC.

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Zalman

Good thread. These rules that allow a shield to be sacrificed in order to negate or minimize the effects of an attack are awesome -- not only do they boost the survivability of low level characters, as mentioned, but also encourage a thrilling trope of fantasy melee, where the warrior's shield is destroyed, tossed away, and their vitals yet more exposed, but they keep fighting on!
Old School? Back in my day we just called it "School."

Beldar

Found another: Barebones Fantasy from DWD Studios has shields give a very large bonus to what are basically its version of physical saving throws. So, they apply their bonus against dragon breath and even some magic attacks and traps. It makes shields super useful.

Warboss Squee

The Genesys system (which is derived from FFG Star Wars) has shields provide passive defense, be used to attack and knock down opponents. With talents you can get a shield charge and block arrows for yourself and close by allies.

And upgrade them with spikes or to add magical effects.