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Shields in D&D and Retro-Clones

In fantasy RPGs the shield is almost as iconic as the sword. The image of a hero raising his shield to protect themselves is something that breaks genre, regardless of how feasible the actual use of a shield in combat seems to be. From the medieval knight the modern superhero to the sci-fi soldier, they're an intrinsic part of the mythic symbolism that is at the root of fantasy roleplaying.
Plus, they make you look so bad ass.
Shields are a key part of a warrior's defense. Essentially they're portable walls that offer a something for the combatant to hide behind. They quite literally make you harder to hit. But in most D&D and its derivative systems shields rarely offer more than a minor bonus to armor class. I understand this is done for the sake of balance and that realism isn't something that is of prime importance when it comes to fantasy RPGs - but this method always struck me as... well... wrong.

Similarly, armor does not make you harder to hit. It makes you less likely to suffer damage from an attack by the protective garments deflecting or absorbing the force of the blow. From padded gambisons to boiled leather to advanced composite armor, it all serves the purpose of preventing a damage from a successful attack.
Some armor is more effective than others...
Instead, D&D gives us a system where both shield and armor provide the exact same statistical effect. For speed of play, this is fine - but when I sat down to think about it some time ago it really started to gnaw at my thought process. So, I got to thinking about how to make something more accurate to the true purpose of armor and shields and, to make shields that were something that players actually had an interest in taking. A majority of gamers I've played with over the years will choose a two-handed weapon for its high damage output or an off-hand weapon in order to make multiple attacks instead of a paltry one or two point bonus to their Armor Class. Shields, for all their mythology and glory, get regulated to a tertiary choice at best. Sure, they're stylish - but when it comes down to hard numbers, they're not a choice if you really want to survive.

So, I propose a different idea for both shields and armor. Armor does not provide a bonus to a character's AC. Instead, it provides a reduction in damage. Depending on how heavy the armor is, it provides more of a reduction. This Reduction Value is subtracted from the damage inflicted by every successful attack made against the character.

Shields, on the other hand, do provide an Armor Class bonus - and a huge one. The combination of the two makes for your classic juggernaut knight type of character, while someone wielding just a shield can easily mimic the agility and tactical movement of a hoplite or spartan. 

So, if I were to implement this mechanic for Swords & Wizardry WhiteBox or White Star I'd do it up something like this.


Protective Item
AC/AAC Bonus
Reduction Value
Light Armor
1
Medium Armor
3
Heavy Armor
5
Shield (buckler, target, round)
-4 [+4]
Shield (kite, tower, energy)
-6 [+6]

This means that a character with a high Dexterity can rely on a shield and the idea that with such a high Armor Class they're planning to not get hit in the first place. Meanwhile, it leaves those wearing heavy armor open to the likelihood of getting hit, but they can take more punishment before going down.

Or you can say "America, fuck yeah!" and throw your shield.
Anyway, just a few thoughts of Armor, Shields, and defense in D&D and its retro-clones. Something I've been mulling over in my head for a bit and that always gets me thinking.


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