Community

 
Dungeons & Dra.. Playtest Packet Di.. No WotC. Just...NO. This is how armour should...
Jump Menu:
Post Reply
Page 18 of 28  •  Prev 1 ... 16 17 18 19 20 ... 28 Next
Switch to Forum Live View No WotC. Just...NO. This is how armour should be done--
9 months ago  ::  Aug 30, 2012 - 2:22PM #171
KWScott
Date Joined: Aug 13, 2012
Posts: 85

Aug 30, 2012 -- 2:12PM, Coyoteoldman wrote:

Nobody seriously thinks that dropping a tower shield is a good idea. That's only if you're determined to participate in close combat, despite the fact that -- as a tower shield wielder -- you are meant to be the anvil.



But see... I have a real problem with the whole 'tower shield wielder, you're meant to be the anvil'... which I take to mean you're not meant to be the primary offensive threat... and the problem I have with that is 700 years of the Roman Empire and their Legions which employed close order heavy infantry armed with tower shield and short sword... that was the main offensive and most feared weapon of the empire who were very very much involved in and successful in close combat.

And... one of the main advantages they had was their Scutum... because it gave them a lot of defense from their oponent's attacks and allowed them to strike from behind their shield with their Gladius and kill the other guy...

To me that says the Wielder of the Tower Shield had a Lot more Benefit from its protection than his opponent did... Otherwise it wouldn't have gone down in history as one of the primary reasons the Roman Legion was so successful...

See?

Quick Reply
Cancel
9 months ago  ::  Aug 30, 2012 - 5:06PM #172
Angrygodofmilk
Date Joined: Mar 30, 2007
Posts: 290

Aug 30, 2012 -- 2:22PM, KWScott wrote:

To me that says the Wielder of the Tower Shield had a Lot more Benefit from its protection than his opponent did... Otherwise it wouldn't have gone down in history as one of the primary reasons the Roman Legion was so successful...


To me that says when a large number of disciplined soldiers form a wall of overlapping shields, they become a force with which to reckoned, albeit a slow moving one. As individual fighters, their cumbersome tower shields becomes a liability if they mean to do anything other than defend themselves.

Now regarding that formation of soldiers, there is a smattering of 'facing' rules in the latest play-test rules.

"A target with half cover has a +2 bonus to AC and Dexterity saving throws, but only against attacks and effects that originate on the opposite side of the cover."

"A target with three-quarters cover has a +5 bonus to AC and Dexterity saving throws, but only against attacks and effects that originate on the opposite side of the cover."

Applying these rules to large shields and towers shields actually changes nothing for individual fighters. The cover provided by large shields and tower shields are still 'portable' and protect fighters from any direction, exactly as shields work now.

When it comes to Roman Empire formation fighting, however, we're in luck. The facing distinction of these play-test rules can interact with cover-granting shields to replicate their tactic with a simple mechanic.

Sure, we can either say "to each DM their own" when it comes to house-ruling shield walls, but where's the fun in that? Again, we're killing time here until 5th edition is released.

-----

When two or more adjacent allies overlap large shields or tower shields against attacks and effects that originate on the opposite side of their wall, the cover bonus provided to adjacent opponents falls from three-quarters to half cover and from half cover to none (depending on the shield).

-----

What this accomplishes is three-fold. First, the front line shield users can make attacks against adjacent opponents with superior 'unified' cover (as the Romans would have done with their short swords and spears). Second, fighters with reach weapons can strike over the heads of front line shield users without the both-ways cover bonuses applying to their attacks (while also remaining inaccessible). Third, the overlapping shields create an 'anvil' wall against which a wave of 'hammer' attackers can drive their opponents. Such a shield wall may also offer resistance or immunity to bull rushes and similar forced movement.

Quick Reply
Cancel
9 months ago  ::  Aug 30, 2012 - 5:53PM #173
KWScott
Date Joined: Aug 13, 2012
Posts: 85
That's not facing... that's position relative to a stationary object.
But that's not even the point anymore... I reconsidered your proposal when you made the cover 360 degrees. 

What you started with had merit. It's never going to make it into the rules. Just the fact that (even discounting me) the discussion has gone on for so long ought to be an indication that what you're trying to do has severe problems. This rule set is "Theatre of the mind" not Tactical Miniatures Gaming. Role Playing, not Rule Playing... As such, there is no need of specific rules for which to adjudicate the situations you're attempting to do... Fighters can form a shield wall by announcing their intent, and the DM can adjudicate the effects of that action as fits the situation.... and that's where the fun lies... The problem that Wizard is trying to address is the mountain of rules has become a barrier to adoption of the game by a new generation of gamers... and has even turned off previous generations of gamers like my own group who left D&D for Fate and other variations of Fudge because of the mountain of rules even after a quarter century love affair with the system.

We want to come back home... Here is where we grew up... but won't if it's just a varriation of the same theme.


Moderated by ORC_Arjac on Aug 30, 2012 - 11:00PM
Quick Reply
Cancel
9 months ago  ::  Aug 30, 2012 - 6:35PM #174
KWScott
Date Joined: Aug 13, 2012
Posts: 85

Armor and Shields, a Counterproposal:


 Here's my final version of Angrygodofmilk's original proposal. We wouldn't be here if we thought the current version in the playtest packet didn't suck. I started with his proposal because I thought it had merit. I've made the modification I felt appropriate for the reasons I've stated elsewhere in this thread and summarized in the post above.


Armor & Shield Table


Light


Type


Price


AC


Speed Mod


Stealth Mod


Weight


Leather


10


12 + Dex Mod (max 4)


None


None


15


Studded Leather


25


13 + Dex Mod (max 3)


None


None


20


Hiardened Leather/Cuir Bouille


75


14 + Dex Mod (max 2)


None


None


25


Medium


Type


Price


AC


Speed Mod


Stealth Mod


Weight


Chain Shirt/Brigandine


100


14 + Dex Mod (max 3)


None


None


25


Breastplate


300


15 + Dex Mod (max 2)


-5 *


None


35


Chainmail


600


16 + Dex Mod (max 1)


-5 *


Disadvantage


40


Heavy


Type


Price


AC


Speed Mod


Stealth Mod


Weight


Scalemail/Lamellar


500


16 + Dex Mod (max 2)


-5 *


Disadvantage


40


Half Plate


750


17 + Dex Mod (max 1)


-5 *


Disadvantage


45


Full Plate


1000


18 + Dex Mod (max 0)


-10 *


Disadvantage


50


Shields


Type


Price


AC


Speed Mod


Stealth Mod


Weight


Buckler


3


+1


None


None


3


Shield


5


+2


None


None


8


* Characters with a strength of 17 or greater may reduce the speed penalty from armor by 5 feet. Those with a strength of 20 may reduce the speed penalty by an additional 5 feet. 


Armor & Shield Descriptions:                                                                               


Leather: Made from heavy leather. Provides nominally more protection than Padded, but can be stylin’ if constructed by an armorer with fashion sense.


Studded Leather: This is leather armor with key points reinforce with metal studs and spikes. Can also be stylin’ when properly made, but definitely have a more Goth/cyberpunk vibe.


Hardened Leather/Cuir Bouille: Like studded leather, but with plates of leather that have been boiled in wax or rawhide sewn in to reinforce key vulnerable areas. Style potential still high, but bordering on “Real” armor potential.


Chain Shirt/Brigandine: Interlinked rings of metal (either the western version or the Persian versions), or small metal plates riveted between two layers of cloth or leather. Lower armor class because it only covers the vital areas, but it does cover the vital areas. Can be worn under normal clothing and easily concealed.


Breastplate: Main body armor, made from solid pieces (or no more than a couple articulated pieces) of metal.  Could be a the western European armor worn from the 14th through 18th centuries or the Greek and Roman muscle cuirass. Both shiny and stylin’. Filigree  and gilt and engraving to make a real statement.


Chainmail: Same construction as the chainmail shirt, but covering the extremities. Very high function points, but low style potential without throwing some heraldic garb over it.


Scalemail/Lamellar: Small overlapping metal plates sewn or laced onto a heavy leather substrate. Can look like fish scales, and if you do it like they do in Rokugan, can be very aesthetically pleasing. (Here’s where Japanese armor falls)


Half Plate: A breastplate with some, but not complete protection for the extremities. Examples could be Renaissance plate with pauldrons, tassets, and cuisse, but lacking armor on the lower extremities. Also covered by this would be 14thC transitional armor from the west consisting of articulated plate for the extremities, but using a “Coat of Plates” (essentially a type of brigandine armor for the main body), Roman Lorica Segmentata, or even classical Greek armor with a muscle cuirass, greaves, and vambraces. Take that last one and doll it up for the ultimate expression of homoerotic style in beaten metal.


Full Plate: The classic head to toe Knight in Shining Armor from the 15th century and beyond. Encased from head to toe in shiny, articulated, metal. Etchings, glit, and filigree for maximal style.


Buckler: Small shield no more than 12 inches in diameter designed for use when fighting with finesse weapons, and can be used as a finesse weapon itself. It is agile enough to provide extra protection in the hands of a proficient user. The stats shown presume a wooden shield; double the cost for a metal shield, or standard multipliers for special materials.


Shield: A Norman or Greek round shields, or the classical medieval heater shield. The shield is a useful defense in melee, and large enough to provide some protection against missile weapons. The stats shown presume a wooden shield; double the cost for a metal shield, or standard multipliers for special materials. These shields may be used as martial weapons.


 


Masterwork: Any armor or shield may be masterwork. A set of armor or shield must be masterwork to be able to be enchanted. Armor and shields must be masterwork at the time of their creation and cannot have the quality added post-manufacture. Any item created from one of the special materials listed below must be masterwork. Masterwork adds 150gp to the cost of the item. Masterwork armors add 1 to the maximum dexterity mod addition to AC for the armor. Masterwork shields see no particular benefit other than the ability to be enchanted.
 


*Special Materials:


Adamantine: This ultra-hard metal adds to the quality of a weapon or suit of armor. Any Medium or Heavy Armor or Shield may be made Adamantine. Heavy Armors and Shields will reduce the damage of any attack that hits by 2 points. Medium Armor, and Bucklers will likewise reduce the damage taken, but only by 1 point per attack. Price will be the (base price + masterwork) x 5.


Dark Wood: This rare magic wood is as hard as normal wood but very light. Any shield may be made with Dark wood. Such a shield will cut the weight of the item in half. The cost for a dark wood shield will be (base price + masterwork) x 2


Dragon Hide: This is leather made from the near magical skin of dragons. Any light armor may be made from dragon hide. Such armor reduces the weight of the armor by half, and gives the wearer resistance to the energy type associated with the dragon from which the hide was taken. The cost for dragon hide armor will be (base cost + masterwork) x 5.


Dragon Scale: The very scales of a dragon can be worked by a master smith to produce Medium and Heavy armors that will increase the armor class of the base armor by 1 and confer resistance to the energy type associated with the type of dragon from which the scales were harvested. The cost of dragon scale armor will be (base cost + masterwork) x 5


Mithral: This is a very rare silvery, glistening metal that is lighter than iron but just as hard. Medium and Heavy armors and shields made from mithral halve the weight of the item, making medium mithral armors useable by those proficient with light armor, and heavy mithral armors useable by those proficient with medium armors. Additionally any speed penalty is reduced by 5 feet. Cost for any Mithral armor or shield will be (base cost + masterwork) x 10.


* An item may only have one type of special material applied to it.

Quick Reply
Cancel
9 months ago  ::  Aug 30, 2012 - 9:26PM #175
KWScott
Date Joined: Aug 13, 2012
Posts: 85

Aug 30, 2012 -- 7:47PM, Sonofapreacherman wrote:

Aug 30, 2012 -- 5:53PM, KWScott wrote:

That's not facing... that's position relative to a stationary object.


Um, Scott is it? I think you just defined facing.



If I'm 30 feet east north east of a large oak tree, facing west, and someone else is 30 feet west south west of the same oak tree and facing east, the tree is between us...
If I'm 30 feet east north east of a large oak treen facing south, and someone else is 30 feet west south west of the same oak tree and facing north, the tree is still between us...
Our facing is irrelevant.

Quick Reply
Cancel
9 months ago  ::  Aug 30, 2012 - 11:08PM #176
Mooncabbage
Date Joined: Aug 26, 2012
Posts: 93


Consider this, why the HELL are you giving (for the sake of argument) both the bearer of the shield, and his adjacent enemies +5 to AC. If the rogue attacks a guy next to me, does his target get +5AC? If not, why is he getting a bonus?

The correct way to word it is as thus: The bearer of a Tower Shield gets +5AC, -5 to attack rolls. In this way, it has mechanically the same effect (the tower shield guy has a much harder time hitting, equivalent to his enemies getting +5AC), but there is no confusion about who gets the cover when.

The only difference is reach weapons, and I have to consider that wielding an unwieldy reach weapon one handed, with an unwieldy shield, is going to be very difficult.
Moderated by ORC_Aria on Aug 31, 2012 - 11:12AM
Quick Reply
Cancel
9 months ago  ::  Aug 30, 2012 - 11:29PM #177
Coyoteoldman
Date Joined: Jan 22, 2006
Posts: 57

Aug 30, 2012 -- 11:08PM, Mooncabbage wrote:

Consider this, why the HELL are you giving (for the sake of argument) both the bearer of the shield, and his adjacent enemies +5 to AC. If the rogue attacks a guy next to me, does his target get +5AC? If not, why is he getting a bonus?


It's pretty straightforward to me. Only the tower shield guy and his adjacent enemies have cover from each other. Why would your mystery rogue and the shield guy's enemies have cover from each other? You're overthinking something that's really simple.

Quick Reply
Cancel
9 months ago  ::  Aug 31, 2012 - 12:14AM #178
Mooncabbage
Date Joined: Aug 26, 2012
Posts: 93
No, I'm making a rule clearer and simpler, while maintaining the effect.
Quick Reply
Cancel
9 months ago  ::  Aug 31, 2012 - 9:30AM #179
Chaosmancer
Date Joined: Oct 16, 2008
Posts: 429

Aug 30, 2012 -- 9:26PM, KWScott wrote:

Aug 30, 2012 -- 7:47PM, Sonofapreacherman wrote:

Aug 30, 2012 -- 5:53PM, KWScott wrote:

That's not facing... that's position relative to a stationary object.


Um, Scott is it? I think you just defined facing.



If I'm 30 feet east north east of a large oak tree, facing west, and someone else is 30 feet west south west of the same oak tree and facing east, the tree is between us...
If I'm 30 feet east north east of a large oak treen facing south, and someone else is 30 feet west south west of the same oak tree and facing north, the tree is still between us...
Our facing is irrelevant.




I drew a diagram of your description... and I still don't get your conclusion. I'm bad with the cardinal directions so I'll replace North with Up, and East with Right (the others should be self-explanatory)

So you're saying we have Guy 1 thirty feet away, diagonal from our tree up and to the right. He is turned so he is looking straight to the left. Guy 2 is thrity feet away, diagonal from the tree down and to the left. He is turned so he is looking straight right.

The tree is technically between you, but it does nothing until you turn and face your opponent, either looking down and to the left or up and to the right,  because otherwise you are not looking at either the tree or the opponent.

Then we change... the direction they are looking. Guy 1 turns and looks directly Down, and Guy 2 turns and Looks directly Up... and nothing else changes. They still have to turn to see each other or the tree.

The facing does matter, because right in neither of your scenarios are the two guys looking at either the tree or the other guy, they are facing the wrong way. Their position is somewhat irrevelant, as long as the tree is between were they are looking and what they are looking at, but your example doesn't do anything with that.

I guess I'm asking "Did I miss something?"

Quick Reply
Cancel
9 months ago  ::  Aug 31, 2012 - 9:39AM #180
KWScott
Date Joined: Aug 13, 2012
Posts: 85

Aug 31, 2012 -- 9:30AM, Chaosmancer wrote:


I guess I'm asking "Did I miss something?"



Yes... the point.
The important thing, when thinking about the current playtest rules is that for the sake of Cover, the stationary object, in this case the Tree, is between the two people and could, potentially provide cover to either or both from the other. As it is a facingless system, it doesn't matter which direction either person is facing in, because what direction they're facing in is undefined.


Quick Reply
Cancel
Page 18 of 28  •  Prev 1 ... 16 17 18 19 20 ... 28 Next
Jump Menu:
 
Dungeons & Dra.. Playtest Packet Di.. No WotC. Just...NO. This is how armour should...
    Viewing this thread :: 0 registered and 1 guest
    No registered users viewing