I've been creating a new system to expand on the usage of shields. I'd like to post it here and get some constructive criticism. The system can be found here.
As a player that often plays melee classes i love this idea. Shields are underappreciated! Tower shields are a must for defenders.
So i took some time to study this, for my comments/feedback:
Unclear
Im not sure what the real difference is between a buckler and a throwing shield is. Could be that buckler is attached better and can therefore be used to parry. Otherwise they seem like the same shield. Just one has an additional property for throwing meaning that its build differently (more expensive). But thats personal interpretation.
Shield types/properties
Throwable: Looking at the images a throwable shield could also have a string. Would it not make sense for these to be used as reach weapons? Having the option to attack from 5ft extra but not actually losing it seems fitting. I think i would use it more if it could do that, anyone that has a shield would not want to throw it away unless its for a very good reason. So if its not reach i think its very situational and might be used once or twice in a campaign where the perfect moment presents itself. But this would take either a bonus action (like dual wield for light weapons) or a full action. Would be weird to use this in a multi attack like a jojo.
Plunging: I understand it would be easier to aim the shield against the target but adv on shoving basically would means you put more force into the shove (or use the weight of the shield, i gues that can work but thats not what i would do. Ill put my suggestion on this below the following point.
General: Having up to +4/5 AC looks great, but im not sure how balanced this is. AC is extremely important so this might become to much. I get why and im not sure how to change this but when thinking about magical shields going to +3 thats to much. A tower shield+3 could give +8 to a warrior probably already in full plate armor that might also have +3 for a whopping 29 AC just with armor and shield. This would be endgame gear and perhaps 'only' +3 more than regular rules but very few monsters could even touch them.
So throwable i put above, for the others here is what i would do:
Make all the heavy shields +3 AC to cap them. This still makes them better than other shields for AC but i would use additional uses or adv/disadv based on shield type:
Heater: leave the way it is
+3 AC
No disadv on stealth.
Can use on mounted and on foot
Tower: I would give this the most iconic uses:
+3 AC (its large but slower in melee so might not be better for melee combat per se).
Disadv on stealth
Cannot use while mounted.
Against ranged projectile attacks you get half-cover (+2AC and dex saves). Could simply give +2 AC vs ranged but since the rules already have half cover rules i just use them here).
As a reaction you can use your shield to give a creature within 5feet of you half cover vs a ranged projectile attack.
(optional, still playing with this idea) As an action you can 'plunge' your shield into the ground and hide behind it giving full cover to yourself from attacks from one direction. You cannot move unless you leave the shield behind. When leaving the shield any other creature can use it as full cover. As a bonus action you can unplunge the shield. When hiding behind the shield you cannot see the enemy so the enemy gets adv on attack should it get a line of sight and attack you before you see it (similar to surprise attack). (not perfect yet but something like that).
Kite: Left this for last because its the in-between.
+3 AC
Disadv on stealth.
Can use on mounted.
Against ranged projectile attacks you get half-cover (+2AC and dex saves). Does not apply when mounted since you cant maneuver it while mounted. Could reduce this if you want to make it a little weaker than tower, but it doesnt get any other effects.
This way there is no huge difference in all round AC (so it wont really go beyond what the regular game expects/allows) but you use properties and usages to make certain shields better for certain things. Might want to tweek it a bit but this is pretty much how i would like to see it and how i think its very well balanced.
Shield Enhancement
Not a fan of Adamantine shields with these effects. I wouldnt do the +1 ac. Anti crit is also a bit dodgy since getting hit means they got passed your shield. For armor it makes more sense since they would still most likely hit your armor. I would leave this out. At best im thinking something with reduced dmg from AOE spells but thats just a random thought.
Mithral shields looks good. Question for interest sake. Would a mithral heavy shield still be heavy? As far as wording i gues it turns to not-heavy. But this could create a loophole for a halfling to use a heavy shield without restriction if its mithral. Which could be a great idea, but id rather see small races at least not be able to use something like a tower shield regardless of material simply because its bigger than they are.
Dual Wielding
This would be funny to see. There actually is a monster that does this Fire Giant Dreadnought. Seems very nice, im sure there are ways to abuse this and could become kinda lame but thats up to the DM and player to figure out. Since you can still do dmg with a weaponized shield this could be a go to choice for players that want to tank and dont mind getting a bit less dmg in exchange for alot of extra AC. So very interesting idea but its also very prone to abuse simply because your stacking a lot of AC this way.
I like it so far. To be honest I think plunging for the tower shield is a cool idea as a free action or bonus action. I think that Tower shield should have in my opinion.
Bucklers
• Bucklers are small shields made for parrying enemy attacks while relying on speed and skill rather than coverage to protect the user. They are light so the can be thrown as a weapon but I don't recommend it.
• +2 AC +Dex modifier.
• The second lowest weight out of the shields but low coverage.
• Advantage on parry chance or can parry attacks.
•Maybe a +1 Dex. They are very suitable for classes that rely on Dex.
• Low durability and hardness.
Throwable shields
• Technically any shield is "throwable" if you toss it hard enough but the smaller shields tend to be better. A Buckler would probably fly like a frisbee while a Tower shield would sail through the air with all the grace of refrigerator falling down a flight of stairs.
• Throwable shields either by magic or skillful use of angles and trajectories can be thrown at foes then bounce back to the user unlike normal shields.
• They fly further than normal shields when thown, the lighter the better, plus tend to be more accurate. Throwing normal shields may have disadvantage or just give Throwable shields advantage on rolls.
•Throwing weapons proficiency and maybe skills like slight of hand might help.
Plunging
• I like your version. Maybe knocking foes down, doing more damage than a normal shove and closing the gap between you and your foes. Like a dash and bash. The heavier the better.
Tower shield
• +4/+6 (When plunged into to the ground) AC. The tower shield is the biggest out of the shield category so it should have the highest defense out of them. If the Ac is too high I would just have the trade off of being the heaviest or having a higher strength requirement than the other ones.
• Disadvantage on stealth.
• I would keep the half cover against ranged attacks (+2AC and Dex or Str mod) or +2AC vs Ranged.
• Cannot use while mounted.
• As a reaction you can protect another creature within 5ft of you and give them half cover or place disadvantage that attack that targeted them.
• Plunging the shield into the ground makes you unable to move from the spot but increased defense and full cover but it leaves you open to flanking attacks which will be treated as attacks of opportunities. Not only do you resist attacks that push you back or immune but if you have a feat like Shield master you can make a save with your AC + Dex to resist Aoe spells like fireball. If successful block it or dodge out of the way in time. If not successful or depending on preference you take you can take half damage minus the shields hardness vs the damage. For example you take a attack that does 2D8 doing 16 damage, then you half the damage to 8 then subtract 5 from it leaving you with 3 damage.
Kite shield
• Nice middle ground shield.
• +3 AC
• Disadvantage on stealth.
• Can use while mounted.
• Applies half cover against ranged projectile attacks (+2 AC) or ranged attack.
Talismans (Inspired by Kingdoms of Amalur)
• +1 AC plus Int or Wis modifier
• A artifact or relic that makes a creates a magical ward to block attacks.
• Has a chance to Inflict status aliments when you parry a foes attack or when they attack you. For example a fire ward might Inflict burn damage. (Possibly being more resistant to damage of the same type.)
•Can use while Mounted.
•Lowest physical damage resistance. Lowest hardness or durability.
• Highest magic resist and can block spells. For example against a spell you could have 1 AC +Wis or Int modifier ×2.(Possibly reflect spells back.)
Shield Enhancements
• Adamantine Shields I would not give another +1 AC but increases its hardness and durability. Maybe have critical hits do less damage on the user or ricochet off you with a chance have recoil knock your foe prone.
• Mithral Shield would be lighter than a normal shield of its class but provides the same protection. For example a tower shield would weight as much as a Kite shield.
I've been creating a new system to expand on the usage of shields. I'd like to post it here and get some constructive criticism. The system can be found here.
DM: Waterdeep: Dragon Heist
As a player that often plays melee classes i love this idea. Shields are underappreciated! Tower shields are a must for defenders.
So i took some time to study this, for my comments/feedback:
Unclear
Shield types/properties
So throwable i put above, for the others here is what i would do:
This way there is no huge difference in all round AC (so it wont really go beyond what the regular game expects/allows) but you use properties and usages to make certain shields better for certain things. Might want to tweek it a bit but this is pretty much how i would like to see it and how i think its very well balanced.
Shield Enhancement
Dual Wielding
This would be funny to see. There actually is a monster that does this Fire Giant Dreadnought. Seems very nice, im sure there are ways to abuse this and could become kinda lame but thats up to the DM and player to figure out. Since you can still do dmg with a weaponized shield this could be a go to choice for players that want to tank and dont mind getting a bit less dmg in exchange for alot of extra AC. So very interesting idea but its also very prone to abuse simply because your stacking a lot of AC this way.
I like it so far. To be honest I think plunging for the tower shield is a cool idea as a free action or bonus action. I think that Tower shield should have in my opinion.
Bucklers
• Bucklers are small shields made for parrying enemy attacks while relying on speed and skill rather than coverage to protect the user. They are light so the can be thrown as a weapon but I don't recommend it.
• +2 AC +Dex modifier.
• The second lowest weight out of the shields but low coverage.
• Advantage on parry chance or can parry attacks.
•Maybe a +1 Dex. They are very suitable for classes that rely on Dex.
• Low durability and hardness.
Throwable shields
• Technically any shield is "throwable" if you toss it hard enough but the smaller shields tend to be better. A Buckler would probably fly like a frisbee while a Tower shield would sail through the air with all the grace of refrigerator falling down a flight of stairs.
• Throwable shields either by magic or skillful use of angles and trajectories can be thrown at foes then bounce back to the user unlike normal shields.
• They fly further than normal shields when thown, the lighter the better, plus tend to be more accurate. Throwing normal shields may have disadvantage or just give Throwable shields advantage on rolls.
•Throwing weapons proficiency and maybe skills like slight of hand might help.
Plunging
• I like your version. Maybe knocking foes down, doing more damage than a normal shove and closing the gap between you and your foes. Like a dash and bash. The heavier the better.
Tower shield
• +4/+6 (When plunged into to the ground) AC. The tower shield is the biggest out of the shield category so it should have the highest defense out of them. If the Ac is too high I would just have the trade off of being the heaviest or having a higher strength requirement than the other ones.
• Disadvantage on stealth.
• I would keep the half cover against ranged attacks (+2AC and Dex or Str mod) or +2AC vs Ranged.
• Cannot use while mounted.
• As a reaction you can protect another creature within 5ft of you and give them half cover or place disadvantage that attack that targeted them.
• Plunging the shield into the ground makes you unable to move from the spot but increased defense and full cover but it leaves you open to flanking attacks which will be treated as attacks of opportunities. Not only do you resist attacks that push you back or immune but if you have a feat like Shield master you can make a save with your AC + Dex to resist Aoe spells like fireball. If successful block it or dodge out of the way in time. If not successful or depending on preference you take you can take half damage minus the shields hardness vs the damage. For example you take a attack that does 2D8 doing 16 damage, then you half the damage to 8 then subtract 5 from it leaving you with 3 damage.
Kite shield
• Nice middle ground shield.
• +3 AC
• Disadvantage on stealth.
• Can use while mounted.
• Applies half cover against ranged projectile attacks (+2 AC) or ranged attack.
Talismans (Inspired by Kingdoms of Amalur)
• +1 AC plus Int or Wis modifier
• A artifact or relic that makes a creates a magical ward to block attacks.
• Has a chance to Inflict status aliments when you parry a foes attack or when they attack you. For example a fire ward might Inflict burn damage. (Possibly being more resistant to damage of the same type.)
•Can use while Mounted.
•Lowest physical damage resistance. Lowest hardness or durability.
• Highest magic resist and can block spells. For example against a spell you could have 1 AC +Wis or Int modifier ×2.(Possibly reflect spells back.)
Shield Enhancements
• Adamantine Shields I would not give another +1 AC but increases its hardness and durability. Maybe have critical hits do less damage on the user or ricochet off you with a chance have recoil knock your foe prone.
• Mithral Shield would be lighter than a normal shield of its class but provides the same protection. For example a tower shield would weight as much as a Kite shield.
Duel wielding
• Why not, it would be fun.
IDEA: Have the shields use the player's modifiers in some capacity, so different classes benefit the most from different shields.
For example: a buckler could add 1+Half of the player's DEX rounded down in AC, and so on...