kintire said:
Shields are not impossible to hit round, knock out of the way or otherwise get past,
...Which is an argument for not automatically applying the shields AP points - particularly for a buckler or small shield where there will most likely be parts of the arm not covered by the shield
kintire said:
but it is odd that a shield strapped left arm is no harder to hit than a bare right.
...Which is an argument for automatially applying the shields AP, since this will make the left arm harder to hit
kintire said:
However, I also have some problems with a system where I can hit my target comfortably with a high weapon skill, and then be foiled by rolling the wrong target on the random damage location table.
If you can hit your target comfortably then you may want to consider Called Shots to counter this problem. The random damage location is to take account of the fact that in a combat situation you sometimes have to take what openings you can get over the ideal choice. (in other words, and in answer to
master of reality upthread, if you really want to "Hit the Head" then you won't be hitting the left leg, but then you won't be hitting the target as often, because you will be ignoring the situations where he leaves his leg exposed while you concentrate on his head.)
kintire said:
Maybe reduce attack percentages by a certain amount depending on shield size to represent the difficulty of striking round them?
I think this is the wrong way to go - it reminds me of RQ2 "Defence". A better solution, If you wanted to represent this mechanically would be to produce new Hit Location charts to account for use of the shield, taking numbers from those location(s) covered by the shield and saying when ever those particular numbers are rolled the attacker has hit the shield instead. Per
Cleombrotus's post above I would apply half the AP as armour in this case - however if the defender attempts a shield parry and fails the roll they lose this bonus (Obviously on a successful parry the normal parry rules superceed this rule)
kintire said:
I think they do need a bit of a boost. They require a whole different skill, after all, whereas you can parry with your main weapon skill.
Yes, in earlier editions of RQ you parried with a different skill from your attack so a "Sword & Shield" combo might be "Sword Attack 75%, Sword Parry 20%, Shield Parry 75%" for the same "cost" as "Sword Attack & Parry 75%, Shield Parry 20%". You could try making the first shield parry a "Free Reaction", so a shield equipped warrior can protect against more attacks than his identically stat-ed counterpart who doesn't have a shield perhaps?