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#19 | |
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Join Date: Aug 2004
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Quote:
House rules to the rescue! As you say, there's nothing hard about coming up with something basic. The house rules I reference suggest a main approach and two optional approaches. Without pasting details here, the three approaches boil down to: 1. Abstract cover Treat DB as a bonus on AD (that's RAW), or as a penalty TH. (That's the simplest idea, with no fuss over cover locations, etc. When passive defense should apply, a miss caused by that TH penalty means the shield was hit. Easy enough!) 2. Random cover With reference to B408, treat a shield as cover appropriate to shield size. This means a TH penalty (to intentionally aim for the general unexposed portion) as above, or an appropriate (n in 6) chance of hitting the shield (appropriate for those long-distance arrows). 3. Specific cover For a given shield size, this approach specifies the degree of cover (none, half, full) that each hit location enjoys. Play things naturally from there: say, target the partly-covered torso at a penalty, or shoot for the uncovered head at no penalty (beyond normal head TH penalty). For that long-distance arrow, roll a random location, and let that location's cover determine what happens. (This is obviously best for the detail lovers: from that base, you could adjust per-location cover for high guard or low guard, or for different shield shapes, etc. I leave that to others...) So. Good or bad, that's one way – er, three ways – to handle shields as portable cover offering passive as well as active defense. I'm all ears for better ideas!
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