
I’m tired of people whining over aspects of the game that aren’t broke. There are plenty of things in the D&D game that are in need of fixing, but for me
SHIELDS aren’t one of these things. That there’s even a debate on the issue (or rather, a
consensus of complaint) irritates me…like a tick under the old cuirass, so it does.
For me, I find shields in the B/X game to be modeled just about perfectly.God, where to begin, where to begin…the
stupid splintered shields rule? The discussion on the limitations of the shield? Shields through the ages? Or the
total bad-assedness of the shield rules as written? We’ll probably have to get into the abstract combat of B/X at some point, too, though I dread re-treading the same ground already covered.
Ah, well.
Historically speaking, back when shields were a regular part of the field of battle (i.e. before gunpowder and plate armor, the latter of which forced warriors to switch-up to
heavy two-handed weapons), they were generally made of wood and hide/leather.
LIGHT wood…tricky enough to fight with one’s off-hand, but there was also the point about speed and arm endurance…you didn’t want to get tired out blocking blows all day.
And blocking shots is NOT what the shield was all about anyway. While crossbowmen might hide behind a tower shield for cover while re-loading, the average knight in the field (or foot-slogging infantryman) used the shield mostly for
DEFLECTION…something to knock aside an opponent’s blow and (hopefully) create an opening for a killing strike. Shields are not a passive defense, but an active tool WIELDED by the fighter.
Like an oven mitt used to get a hot item out of the stove, the shield was designed to maneuver something that would injure you if you used your bare hand.
Now I’ve put in a little shield-work, myself, in the past…15+ years ago, sure, but I remember the experience. Shields work great to deflect an incoming attack…until someone stronger and/or more skilled than you knocks it aside and clubs you. In
individual combat (as opposed to a
phalanx formation), shields are a happy little device, easily overcome by someone who knows what they're doing.
Of course,
I’M no fighting man. If anything, I’m the equivalent of the
Normal Human (maybe with 3 hit points, as I’ve been bicycling a lot lately). A +1 bonus to AC is about all I could hope and expect out of a shield…
I would be MUCH better off wearing leather armor and helm (or hopefully, something heavier!).
Using a shield as an active defense is a grueling work, made easier and more effective by
skilled use, by someone with COMBAT SMARTS. And how exactly are those things modeled in D&D?
Class and level, baby.
Hit Points, in other words. Who’s the most effective dude using a shield? A fighter. Who has the most hit points? A fighter. What do those hit points represent? Aside from actual physical health: endurance, conditioning, skill, and luck.
Take a look at my All Time Favorite medieval combat scene in film: the final judicial “trial by combat” in the
1952 film Ivanhoe, starring Robert Taylor. Ignore the clang of weapon on aluminum shields (the main historical inaccuracy of the scene) and go with the wanton brawl of an axe/flail fight that lasts
three minutes (the equivalent of 18 combat rounds in B/X!). See those guys take a pounding on their shields? That’s not the equivalent of a “missed” attack roll…those are
HITS that are subtracting hit points from each combatant’s profile.
Every shot that is not “actively deflected” is a blow that is absorbed, an impact felt through the wrist and arm and shoulder, a little more damage wearing the character down to where that final telling blow causes mortal injury. Because these guys are high level fighters they have scores of HPs to soak punishment…if it was me out there, I’d probably be clubbed senseless by the first blow struck, even if I got my shield up in front of my face!
Shields give you a +1 bonus to AC…it helps the exact same as having a
Dexterity of 13-15. Interestingly, up until the AD&D PHB was published, there was never any mention of Dexterity being “agility”…in the LBBs and
Supplement I and Holmes it is pretty clear that Dexterity is
speed of hand and
hand-eye-coordination. This is why it provides a bonus to missile combat (and determines “first strike” in Holmes). When Gygax gave fighting men (only) the bonus to AC based on DEX, it was due to the ability to dodge and
parry attacks…hand-eye-coordination giving a bonus to defense for swordsmen.
Which, by the way, explains why the AC bonus provided by DEX was never affected by armor worn (well...until later editions, that is). Wearing chainmail or plate doesn’t hamper your ability to use your weapon for deflection and maneuver, it only hampers your movement when trying to run (which is accounted for with encumbrance). Shields, then,
AID in the deflection/parry of incoming fire,
just like having a higher dexterity.
“But what about arrows? Look at those films where a wall of shields holds off a huge flight of arrows.” Okay, first off, have you ever tried to deflect/block an incoming arrow/crossbow bolt with a shield? Have you ever tried to catch a bullet with a baseball glove? There are two reasons why a wall of shields is
SOMEwhat effective against missile fire (as opposed to being incidentally effective for carrying a heater), neither of which has to do with Hollywood's dramatic license:
- A bunch of people in formation means massed ammunition being divided amongst multiple targets…there's less chance that YOU are the one being hit.
- Large enough shields in a stable formation can provide some amount of COVER (and such cover rules may be found in the B/X rules on page B26). While a single shield is NOT considered cover, a phalanx of steel shields or a two-handed tower shield might be considered such, depending on the DM’s judgment.
Otherwise, any protection provided by shields is minimal (possibly increased by a character’s DEX…how good are you at maneuvering that shield to catch an incoming missile?).
So having put all
THAT out there, maybe you’re starting to come around to my way of thinking…that a +1 AC bonus for carrying a shield is just fine and dandy. Perhaps your next question is,
why the heck would anyone want to carry a shield for a measly +1 bonus when I could be hitting folks in the mouth with my two-handed war sledge?Because they are hella’ effective,
that’s why.
I’m going to tell you a story first, and then I’ll give you some math. Back in the Way
WAY Back History of my youth, I had a long-running AD&D campaign that featured characters of nearly every class and stripe: elves and half-elves, dwarves, thieves, barbarians, acrobats, assassins, bards, clerics, illusionists, drow…even classes/races out of Dragon magazine like half-ogres and archers and healers. The ONE combo that was almost completely missing was the
lowly, drab, totally boring
human fighter.
Almost.
We had ONE in our group…a character that had been grandfathered into our AD&D campaign from our B/X days. She still had D8 hit dice, and while we probably converted her for “weapon specialization” sometime after the
Unearthed Arcana was published, I don’t remember ever using it. Fact of the matter is, she didn’t need it. With plate mail, shield, and a broad sword she outlasted and out-fought every other power player in the game. She was a frigging juggernaut, eventually relegated to the role of an NPC that would occasionally make cameo appearances. As a kid, I never understood why she was so much more durable than the 18 CON barbarian or the 20th level bard…or the demons and devils and beholders she might encounter.
Amazing what a combo of good armor, shield, and high hit points will do for a character.
When fighting against weapon-using opponents (like
humanoid monsters), the addition of a shield can add
ROUNDS of survival to your character. Assuming average hit points and average DEX, the difference between
plate and
plate & shield breaks down like this:
Against goblins/orcs/1st level fighters:1st level – 1 extra round of survival (on average) when using a shield
2nd level – 3 extra rounds
3rd level – 4 extra rounds
4th level – 6 extra rounds
5th level – 7 extra rounds
6th level – 8 extra rounds
7th level – 9 extra rounds
8th level – 10 extra rounds
9th level – 12 extra rounds
What good is an extra round of survival in combat? Just he difference between life and death! Using my
dopplehander weapon rules, the damage output over time is equivalent (the two-handed weapon does roughly the same damage in a shorter survival period as the one-handed weapon in a longer survival period), but what do those extra rounds really mean?
- Time to run away (if necessary).
- Time to be healed by a party cleric.
- Time for a buddy to jump in and spell you/save your bacon.
- Time for you to spell a buddy about to get killed.
- Time for the monsters to break morale and surrender/run.
- Time for you to get in that lucky blow that ends the fight.
Extra time in combat is precious…and the shield gives you this. Against smaller monsters (like kobolds) that time is increased; against larger monsters it’s decreased. However, you
still gain time through the use of a shield; for example:
Against gnolls/2nd level fighters:1st level – 1 extra round of survival (on average) when using a shield
2nd level – 2 extra rounds
3rd level – 2 extra rounds
4th level – 3 extra rounds
5th level – 3 extra rounds
6th level – 4 extra rounds
7th level – 5 extra rounds
8th level – 5 extra rounds
9th level – 6 extra rounds
And these extra rounds of survival are gained simply by using a NORMAL shield. When a character sports a
magical shield, survivability rises considerably, quickly out-pacing the over-all damage output of a character with a similarly enchanted two-handed weapon.
Now before you shield-wielders run out there feeling all
Captain America and invulnerable, it’s important to realize and understand the
limitations of the shield. First off, you’ve only got ONE. That means
its most effective against one defender. Secondly, it was designed for ARMED COMBAT…i.e. combat against sentient, weapon-users.
What does this mean? That your character’s survivability
decreases when faced with multiple attackers or creatures with multiple attacks (like owl bears and ghouls). If you think a shield is going to give you “extra rounds of survival” against the mauling of a grizzly, you may be in for a rude awakening (not that the guy with
out a shield is going to do much better…). But check
this out:
Against THREE (3) goblins/orcs/1st level fighters:1st level – NO extra rounds of survivability
2nd level – 1 extra round
3rd level – 1 extra round
4th level – 2 extra rounds
5th level – 3 extra rounds
6th level – 3 extra rounds
7th level – 3 extra rounds
8th level – 3 extra rounds
9th level – 4 extra rounds
So if your character is a 1st level fighter that gets surrounded by three goblins, it doesn’t matter if you have a shield or not…it takes the same length of time to kill you with one as without (and by the way, that
IS counting the
+1 shield bonus against all attackers…you’re assumed to be whirling and twirling in the chaos of melee). Three adversaries are just a lot tougher to face down as a lone warrior: one guy beats your blade, one guy tries to pin your shield, and the third stabs at your eyeballs…a nasty business. Back at the
Caves of Chaos a few weeks ago, our barbarian was sporting chainmail and a
+1 shield; but he got isolated and surrounded by a bunch of spear-wielding kobolds and went down hard because of it.
The point here is, you still have to be SMART…pick your point of attack, find a choke-hold, buddy-up with your shield-wielding companion(s) and form a mini-phalanx, etc. There
ARE tactics in D&D, even the B/X edition.
All right, that’s enough for now. I’m sure there will be dissenting opinions, and this may need a follow-up post for things I've forgotten. However, I want to say one last thing regarding the “shields will be splintered” rule. If you want to keep this “get out of jail free card” for your players, fine. If you want everyone to start with a couple potions of healing, you can do that, too. Personally, I figure shields are “splintered” when a character gets killed (as is armor, for that matter…ragged, tattered, and useless). You know what broke nearly as often as shields back in the “old days?”
SWORDS. An individual using a weapon as often as the average D&D adventurer would probably need to purchase a replacement every 1-2 game sessions (at least one per 6 or so combat encounters). Why don’t y’all model
that?
While shields ARE breakable (wood and cloth, remember?) if you’re breaking ‘em too often, you’re probably using them
wrong. Again, they’re designed to
deflect and turn blows, NOT absorb every swing.
Doing that too much is going to give you a broken arm!
; )