Hi all,
Here's an house rule to use with the Player's Update matrixes and combat rules. It tries to simulate the difference between parrying and bolcking - not really realistically but in a cinematic way- and to give some reasons for players to use a shield (According to the Player's Update the only advantage of a shield is against criticals and in exact ties).
VARIANT SHIELD RULES:
- Bucklers can be used for parrying or blocking, Target and Kite are meant for blocking, when used for parrying get a -10% (Target) or -20% (Kite) penalty.
-Parrying follows exactly the rules in the Player's Update and the Attack-Parry matrix.
-Blocking uses the same matrix as Parrying, but without comparing opposed rolls. You simply apply the result matching the two success levels without downgrading the lower result.
-When blocking, the damage in excess to the subtracted AP does not go to the character but is substracted from the shield's HP. If the shield's HP go to 0 the shield is broken or ruined.
-When damaging a shield's HP, impaling weapons have a percentage to remain stuck in the shield equal to the entire damage rolled.
-Finally, when blocking, Kites and Targets always add their AP to the parrying arm location, as long as the parrying roll was not a Fumble.
With this rules blocking with shields give you a definite advantage over parrying with weapons if you are the less skilled fighter. So it's logical for your average infantryman to hide behind a big big shield (which also protects against missiles) while the consummate duellist with 150% sword prefers to use the sword to deflect the blows, taking fully advantage of his skill to downgrade enemy attacks.
The rule is not too unbalancing, because even against blocking shields a skilled swordman would always have his increased critical hit chance. And the shield can get quickly ruined if it takes massive damage.
A combat example will follow...
Here's an house rule to use with the Player's Update matrixes and combat rules. It tries to simulate the difference between parrying and bolcking - not really realistically but in a cinematic way- and to give some reasons for players to use a shield (According to the Player's Update the only advantage of a shield is against criticals and in exact ties).
VARIANT SHIELD RULES:
- Bucklers can be used for parrying or blocking, Target and Kite are meant for blocking, when used for parrying get a -10% (Target) or -20% (Kite) penalty.
-Parrying follows exactly the rules in the Player's Update and the Attack-Parry matrix.
-Blocking uses the same matrix as Parrying, but without comparing opposed rolls. You simply apply the result matching the two success levels without downgrading the lower result.
-When blocking, the damage in excess to the subtracted AP does not go to the character but is substracted from the shield's HP. If the shield's HP go to 0 the shield is broken or ruined.
-When damaging a shield's HP, impaling weapons have a percentage to remain stuck in the shield equal to the entire damage rolled.
-Finally, when blocking, Kites and Targets always add their AP to the parrying arm location, as long as the parrying roll was not a Fumble.
With this rules blocking with shields give you a definite advantage over parrying with weapons if you are the less skilled fighter. So it's logical for your average infantryman to hide behind a big big shield (which also protects against missiles) while the consummate duellist with 150% sword prefers to use the sword to deflect the blows, taking fully advantage of his skill to downgrade enemy attacks.
The rule is not too unbalancing, because even against blocking shields a skilled swordman would always have his increased critical hit chance. And the shield can get quickly ruined if it takes massive damage.
A combat example will follow...