Ravenloft: Prisoners of the Mist

Suggestions, Feedback & Bug Reports (OOC) => Module Feedback and Suggestions => Topic started by: FlattedFifth on February 06, 2017, 11:12:32 AM

Title: Shields too weak compared to Parry, suggested fix
Post by: FlattedFifth on February 06, 2017, 11:12:32 AM
I've noticed that very, very few characters beyond a certain level use shields. Two-handed weapons predominate. Figured out that, even with heavy armor, around level 12 I could be using a greatsword and still have the same AC as with a Tower Shield +1 if I get a certain set of bracers and two feats, improved parry and skill focus parry.

There's supposed to be a defensive advantage to using a shield to make up for the lesser offensive capabilities when compared to a two handed weapon. Right now, there's zero advantage to using a shield and the disadvantages of extra weight and lower offense. I'm not suggesting we anger the whole server by nerfing Parry, rather, I suggest adding a couple feats to allow people to choose a more defense-oriented character. This would allow for more fighting styles instead of seeing nearly everyone using greatswords.



New Feat: Shield Mastery
Requirements: Base Attack Bonus 6 or Better, Shield Proficiency
Use: Automatic
Description: The character has improved the skill of not just clumsily blocking blows with a shield, but angling the shield to cause the opponent's weapon to slide off, moving the shield into the opponent like an active part of combat, and properly absorbing blows to increase the effectiveness of the shield.
Effect: Whenever the character has a shield equipped*, the character receives a +1 dodge* bonus to armor class.


New Feat: Greater Shield Mastery
Requirements: Base Attack Bonus 8 or Better, Shield Mastery Feat
Use: Automatic
Description: The character has mastered the use of a shield, making the shield almost a part of her as she fights.
Effect: Whenever the character has a shield equipped*, the character receives an additional +1 dodge* bonus to armor class (total of 2 from both feats together).


((* The feat should check that the base item of thing equipped in the shield slot is one of the three types of shields, this should not apply to off-hand weapons, torches, fashion accessories, et cetera

** + dodge ac, not shield ac, because if the shield already has a bonus, like thick chitin shields or the Akiri Sun shield +2, then the feat granting + shield ac will not stack. Dodge AC stacks with everything including itself, though, so this will not negate spells like haste))

In terms of how this will affect the server, it would mean that high lvl characters using shields will have, on average, an armor class 2 higher than those using two-handed or two weapons. Obviously those not using shields will still be doing more damage than those who do.
Title: Re: Shields too weak compared to Parry
Post by: Nemesis 24 on February 06, 2017, 11:24:44 AM
I'd actually go one step further with this one and make it a fighter only feat.  It would certainly give fighters a bit more of an interesting flavour, for certain.  As paladins and clerics can get extremely high ac thanks to the power of divine shield not to mention spells, they more than make up for the deficit.  And barbarians get the frankly fantastic barbarian feats.  Rangers have their spell selections such as barkskin, and two weapon fighting feats.  I'm probably missing a combat class in there - but this would be a really great one for fighters, to make them just that bit tankier.

Admittedly a lot of these deficits can be overcome by having some buffing help.  For example, an enchanted shield makes up a huge difference in AC that the parry bonus won't reach.  And a cleric can buff a combat classes shield 'and' armour but that requires them as well.

Overall though, I kinda like the idea.  If it was for fighters I would like it even more.  Show the fighters some love!
Title: Re: Shields too weak compared to Parry, here's a fix
Post by: julienchab on February 06, 2017, 11:34:12 AM
Totally agree with this, considering how parry is overwhelming compared to shield, which can also be so heavy. And adding it as fighter only would make it more flavor for fighters, and interesting for them.

+1
Title: Re: Shields too weak compared to Parry
Post by: FlattedFifth on February 06, 2017, 11:37:15 AM
I'd actually go one step further with this one and make it a fighter only feat.  It would certainly give fighters a bit more of an interesting flavour, for certain.  As paladins and clerics can get extremely high ac thanks to the power of divine shield not to mention spells, they more than make up for the deficit.  And barbarians get the frankly fantastic barbarian feats.  Rangers have their spell selections such as barkskin, and two weapon fighting feats.  I'm probably missing a combat class in there - but this would be a really great one for fighters, to make them just that bit tankier.

Admittedly a lot of these deficits can be overcome by having some buffing help.  For example, an enchanted shield makes up a huge difference in AC that the parry bonus won't reach.  And a cleric can buff a combat classes shield 'and' armour but that requires them as well.

Overall though, I kinda like the idea.  If it was for fighters I would like it even more.  Show the fighters some love!

I think fighters already get enough love from the massive amount of feats they get, and being the only ones able to specialize in weapons. What I think the server needs is more build options that are not class specific and also not dependent upon spellcasting ability.

Maybe though, there could be a 3rd feat that IS fighter specific,

New Feat: Expert Shield Mastery
Requirements: Fighter class Only, Base Attack Bonus 10 or Better, Greater Shield Mastery
Use: Automatic
Description:The Fighter has perfected the art of cushioning blows with her shield, flexing her arm to reduce the shock.
Effect: Whenever the character has a shield equipped*, the character receives Damage Reduction 2/-


Making the first two feats I suggested be fighter ONLY would basically mean that ONLY fighters are using shields, which is not what I'm aiming for. More diversity and build options for all, not some.
Title: Re: Shields too weak compared to Parry, here's a fix
Post by: Night of Reod on February 06, 2017, 11:38:41 AM
 I don't think that it is a good idea to have such feats added into the game. It is true that you can get a similar AC to that of using a shield with two handed weapons and dual wielding, but you are forgetting that it often requires an investment of at least two feats and skill points. Using a shield enables you to spend your feats and skill points elsewhere, which can be quite valuable, and an enchanted shield ends up having one more AC than a two handed weapon does, and with a level 16 cleric it can potentially have two more AC.

 What I would love to see, however, is a way to make the large and small shields relevant. Perhaps a feat could be added to let you use your parry skill alongside of a shield up to a cap? That way, players can trade a feat and some skill points for the benefit of lower weight or simply flavour, such as a rapier and buckler duelist, without losing AC.

 Another suggestion would be to add utility feats for shield users, such as bonuses to discipline or other combat relevant skills while using a shield, or add a shield bash feat which gives a bonus to knockdown attacks much like improved knockdown does.

 Also, do keep in mind that fighters get extra feats, which means it is less of a problem to invest feats in parry compared other classes. I think fighters are naturally more inclined to use dual wielding and two handed weapons, which makes sense as they require more drilling and martial training, something the fighter specializes in, hence the extra feats. I think fighters have their place as a key part of many multiclass builds, or characters that can perform multiple roles depending on the party composition. A full fighter has enough feats to get expertise and even improved expertise for frontlining, all the dual wielding feats and archery feats as well as some more, which gives them quite a bit of utility and flexibility.
Title: Re: Shields too weak compared to Parry, here's a fix
Post by: FlattedFifth on February 06, 2017, 11:46:02 AM
I don't think that it is a good idea to have such feats added into the game. It is true that you can get a similar AC to that of using a shield with two handed weapons and dual wielding, but you are forgetting that it often requires an investment of at least two feats and skill points. Using a shield enables you to spend your feats and skill points elsewhere, which can be quite valuable, and an enchanted shield ends up having one more AC than a two handed weapon does, and with a level 16 cleric it can potentially have two more AC.

 What I would love to see, however, is a way to make the large and small shields relevant. Perhaps a feat could be added to let you use your parry skill alongside of a shield up to a cap? That way, players can trade a feat and some skill points for the benefit of lower weight or simply flavour, such as a rapier and buckler duelist, without losing AC.

 Another suggestion would be to add utility feats for shield users, such as bonuses to discipline or other combat relevant skills while using a shield, or add a shield bash feat which gives a bonus to knockdown attacks much like improved knockdown does.

What I'm suggesting also requires the investment of two feats, and you can't get a similar bonus to shields with Parry, you can get an identical one. Sure, the investment of skill points in Parry is a drawback, but only a very, very minor one compared to the benefits. No, there needs to be more advantage to shields to make up for their weight and decreased offense. The very fact that you see so few of them on higher level characters proves that they're currently not worth it, which makes the server way too homogeneous.

Honesly, I don't know why anyone would argue against an idea that harms none and gives more build options to all.
Title: Re: Shields too weak compared to Parry, here's a fix
Post by: Night of Reod on February 06, 2017, 11:51:59 AM
I don't think that it is a good idea to have such feats added into the game. It is true that you can get a similar AC to that of using a shield with two handed weapons and dual wielding, but you are forgetting that it often requires an investment of at least two feats and skill points. Using a shield enables you to spend your feats and skill points elsewhere, which can be quite valuable, and an enchanted shield ends up having one more AC than a two handed weapon does, and with a level 16 cleric it can potentially have two more AC.

 What I would love to see, however, is a way to make the large and small shields relevant. Perhaps a feat could be added to let you use your parry skill alongside of a shield up to a cap? That way, players can trade a feat and some skill points for the benefit of lower weight or simply flavour, such as a rapier and buckler duelist, without losing AC.

Edit: Also, do keep in mind that there are some shields with unique bonuses as well, and enchanted shields also provide a bonus to saves and discipline and concentration skills on top of their AC.

 Another suggestion would be to add utility feats for shield users, such as bonuses to discipline or other combat relevant skills while using a shield, or add a shield bash feat which gives a bonus to knockdown attacks much like improved knockdown does.

What I'm suggesting also requires the investment of two feats, and you can't get a similar bonus to shields with Parry, you can get an identical one. No, there needs to be more advantage to shields to make up for their weight and decreased offense. The very fact that you see so few of them on higher level characters proves that they're currently not worth it, which makes the server way too homogeneous.

 I can think of quite a number of high level characters who use shields and I have one myself, and the advantage of the shields over other types is that they don't require feat and skill point investment. I don't think they need more power than that, at least in the AC department, as that would likely push the server in the other direction, where most people would start using shields because they can easily get considerably more AC than two handed weapons and dual wielding. I would be in favor of having utility feats added for shield users to give them more power, as I said, but I think anything more than a +1 increase to all saves while using a shield or 5 points or so increase to a combat skill point would be over buffing the shields.
Title: Re: Shields too weak compared to Parry, here's a fix
Post by: Dumas on February 06, 2017, 11:55:07 AM
I like the thought of adding shield specific feats for more reasons to play a pureclass fighter. Let that martial training pay off!

Honestly, I do think that parry adds, in the end, more AC than a shield user can muster, so it would be beneficial, I think, if those that invest the time in shield can at the end, still hold an advantage in defensive combat.
Title: Re: Shields too weak compared to Parry, here's a fix
Post by: FlattedFifth on February 06, 2017, 12:04:39 PM
I can think of quite a number of high level characters who use shields and I have one myself, and the advantage of the shields over other types is that they don't require feat and skill point investment. I don't think they need more power than that, at least in the AC department, as that would likely push the server in the other direction, where most people would start using shields because they can easily get considerably more AC than two handed weapons and dual wielding. I would be in favor of having utility feats added for shield users to give them more power, as I said, but I think anything more than a +1 increase to all saves while using a shield or 5 points or so increase to a combat skill point would be over buffing the shields.

We're going to have to agree to disagree on this one, I don't think the feats I suggested would be over buffing shields, I think it would mean people having to choose between offense and defense, as they should. Right now, it's pretty easy to have it both ways. Like I said, I can very, very easily have +4 ac from parry by level 12 even in heavy armor.

Right now, people do not have to choose whether to build for offense or defense, anyone can easily have it both ways. Right now, people are merely choosing either to have more offense + less weight or to have skill points + more weight + less offense.  Everyone on this server can spare two feats, t.he feats are not a factor and even my own suggestion is for 2 feats in the opposite direction.

I still think my original suggestion adds more variety and choice without over-powering, and you're never going to convince me that having an ac 2 higher in exchange for using a weapon that does a bit less than 3/4 the damage is an unfair bargain.
Title: Re: Shields too weak compared to Parry, here's a fix
Post by: FinalHeaven on February 06, 2017, 12:14:35 PM
I'd call these acceptable if the feats were limited to the Fighter class.
Title: Re: Shields too weak compared to Parry, here's a fix
Post by: Night of Reod on February 06, 2017, 12:21:40 PM
I like the thought of adding shield specific feats for more reasons to play a pureclass fighter. Let that martial training pay off!

Honestly, I do think that parry adds, in the end, more AC than a shield user can muster, so it would be beneficial, I think, if those that invest the time in shield can at the end, still hold an advantage in defensive combat.

 I would be more in favor of nerfing dual wielding to cap at 6 shield AC instead of 7, rather then giving shields more AC.

I can think of quite a number of high level characters who use shields and I have one myself, and the advantage of the shields over other types is that they don't require feat and skill point investment. I don't think they need more power than that, at least in the AC department, as that would likely push the server in the other direction, where most people would start using shields because they can easily get considerably more AC than two handed weapons and dual wielding. I would be in favor of having utility feats added for shield users to give them more power, as I said, but I think anything more than a +1 increase to all saves while using a shield or 5 points or so increase to a combat skill point would be over buffing the shields.

We're going to have to agree to disagree on this one, I don't think the feats I suggested would be over buffing shields, I think it would mean people having to choose between offense and defense, as they should. Right now, it's pretty easy to have it both ways. Like I said, I can very, very easily have +4 ac from parry by level 12 even in heavy armor.

Right now, people do not have to choose whether to build for offense or defense, anyone can easily have it both ways. Right now, people are merely choosing either to have more offense + less weight or to have skill points + more weight + less offense.  Everyone on this server can spare two feats, t.he feats are not a factor and even my own suggestion is for 2 feats in the opposite direction.

I still think my original suggestion adds more variety and choice without over-powering, and you're never going to convince me that having an ac 2 higher in exchange for using a weapon that does a bit less than 3/4 the damage is an unfair bargain.

 People seem to be in favour of having more versatility with builds, and giving shields a clear AC advantage over other types of melee combat, for example a shield user buffed by a level 16 cleric can have 4 more AC than a two handed weapon user if the suggested feats were to be added, will only serve to either make shields the only serious frontliner builds, or upset server balance for high end content, and end up having less viable build options rather than more of them. Keep in mind that you will be fighting against multiple enemies more than likely, and for high end content, chances are they will be dealing more damage per hit than a two handed weapon user would. Having the extra two AC points can reduce your chances of getting hit by attacks to a quarter of what it would be without it, and make you immune to critical hits from enemies, and taking 10 damage less per round on average is much better than doing 10 damage more per round on average, especially considering the enemies you are fighting have a much bigger combined hp pool than you will have.

 As for the parry AC, I managed to get 25 parry on my dual wielding bard at level 4, just with the things I bought from Petre. But I could find a crafter and buy a steel reinforced thick chitin shield for cheaper which would give me 4 shield AC, 5 shield AC against slashing which means around 90% of the damage on the server as slashing AC does work against slashing/piercing damage, the most common damage type by far. And you can put a varnish on your shield, and since they last 10 turns and the going price is around 250 gold for a single one, you can easily carry around enough varnishes to have +6 shield AC from using a tower shield at all times with not much of a gold investment as early as level 2, and keep in mind that a chitin tower shield only weighs 18 pounds and can get the same 6 shield AC with varnishes.

 And for feats, not anyone can afford the extra two feats. There are some very feat and skill expensive builds out there, the one I am using for my shield using character is one such build, and I would happily take the two feats, skill points and the extra point of AC I get over doing 5 more damage per hit.

Edit: Some math to go along with my point about how AC usually ends up being more important than damage output. I will use random numbers for both the AC and attacker ABs in the sake of demonstration.
 
 If you have 40 AC and you are fighting against enemies with 20 ab as their highest ab, then your chances of getting hit are only when they roll a natural 20 against you, which is 5%. Do keep in mind that unless you are a Dwarven Defender, you will likely be flanked by other enemies, which give them a +2 ab against you, meaning they will have a 15% chance to hit you, at a roll of 18, 19 and 20. Extra two points of AC means that while the enemy you are fighting still only has 5% chance to hit you, the flankers will only have 5% chance to hit you as well, and they will be required to roll a 20 for their crit confirmation roll as well for a critical, which is 0.25%. And do keep in mind that concealment can further amplify this, especially with some luck.
Title: Re: Shields too weak compared to Parry, here's a fix
Post by: FlattedFifth on February 06, 2017, 01:00:58 PM
No matter what you say the indisputable fact is that the game designers originally intended us to have to choose between either high offense or high defense, and the parry system here has broken that. Conditional factors such as happening to have a priest who happens to have memorized the ONE spell that would make a difference is irrelevant. I'm talking about the overall, average use here, and you keep harping on one very specific circumstance.
Title: Re: Shields too weak compared to Parry, here's a fix
Post by: Night of Reod on February 06, 2017, 01:54:09 PM
No matter what you say the indisputable fact is that the game designers originally intended us to have to choose between either high offense or high defense, and the parry system here has broken that. Conditional factors such as happening to have a priest who happens to have memorized the ONE spell that would make a difference is irrelevant. I'm talking about the overall, average use here, and you keep harping on one very specific circumstance.

 Varnishes are available to every character and there is a virtually infinite supply of them so long as you have the gold to buy them or skill to make them, and they are cheap as I pointed out. Not to mention, you can get +5 varnishes, which makes a shield able to acquire 8 AC for 10 turns, and they are not too terribly rare either. Clerics are completely irrelevant other then being able to give +4 shield ac if their Caster Level is 16 or above, which is more than the commonly available +3 magical varnishes, and yet less than the somewhat rare +5 varnishes. Also, do keep in mind that the game designers did not design this specific module, and this module has a much increased difficulty compared to the vanilla game, and plenty of added content to help players cope with the difficulty. Not to mention, parry builds are vulnerable to having their skill points and thus AC reduced, curse song being a good example of this, and if you somehow get disarmed then your AC also plummets unless you have the Improved Unarmed Fighting feat.

 As a somewhat irrelevant point, PotM is a party oriented module, and the balance assumes that you have a party of people who have access to some magic as average, and since clerics know all divine spells, they don't have to "happen to have" a specific spell prepared, you can ask them to prepare one before you tackle whatever you are fighting. And furthermore, this game is very full of "conditional" factors, for example, you want to have a spellcaster with a form of mind blank, clarity or some other form of fear immunity if you want to fight mummies or things that can inflict mental status conditions on many people and rapidly, Death Ward spell is a nigh necessity for plenty of areas, and most enemies require at least magic weapon spell or equivalent to damage them properly, most high end enemies requiring +2 and +3 weapon enhancement to be able to damage them, and the list goes on. "Conditional" things such as these are all things to consider while balancing the game.
Title: Re: Shields too weak compared to Parry, suggested fix
Post by: FlattedFifth on February 06, 2017, 03:21:23 PM
Once again you point out conditional factors as your argument against a general state of affairs. The rarity of shield using builds speaks for itself. If you're going to do less than 3/4 the damage because you have a shield (not to mention carrying the weight), you should have an ac that is higher, NOT just 4 higher for 10 rounds, but higher overall, all the time.

Do you honestly think +2 ac for shield users is going to break the server? Really? If so then I think you and I have reached the point where we're not accomplishing anything by continuing to speak to each other.
Title: Re: Shields too weak compared to Parry, suggested fix
Post by: Amon-Si on February 06, 2017, 03:53:42 PM
 :?:Just so we're clear on the numbers and discussing ONLY Ac
Tower Shield +3 to +8 [+7 becoming the base at level 14]
Parry with 2 hander +5
Dual weild parry +7
Single weapon and [REDACTED] parry +8
Title: Re: Shields too weak compared to Parry, suggested fix
Post by: FinalHeaven on February 06, 2017, 04:08:27 PM
Perhaps the rarity of shields has nothing to do with mechanics and instead has to do with what people prefer for their character aesthetics?  You've not really provided any data that suggests that shield use is low because of a mechanical drawback, FlattedFifth.  In fact I'm not even sure how you'd obtain such data without polling the community.
Title: Re: Shields too weak compared to Parry, suggested fix
Post by: Iridni Ren on February 06, 2017, 04:19:05 PM
Perhaps the rarity of shields has nothing to do with mechanics and instead has to do with what people prefer for their character aesthetics?

:P

Good one!

I don't know enough to say whether this would break the server, but I do like the idea of the shield build having a development path the same as a parry build does. Because currently a shield is the same for a 2nd level as a 20th level??

If it's made for fighters only, then it's of no benefit to me, but that sounds like a good way to make fighters more eshpecialer. Right now I'd never play a pure fighter.

Only 6th level fighters and above could get the first feat.

Only 8th level fighters and above could get the second.

Doesn't seem that crazy OP to me.

ETA: Could always futz with the AB bonus requirement to make it more exclusive.
Title: Re: Shields too weak compared to Parry, suggested fix
Post by: Night of Reod on February 06, 2017, 04:23:15 PM
Once again you point out conditional factors as your argument against a general state of affairs. The rarity of shield using builds speaks for itself. If you're going to do less than 3/4 the damage because you have a shield (not to mention carrying the weight), you should have an ac that is higher, NOT just 4 higher for 10 rounds, but higher overall, all the time.

Do you honestly think +2 ac for shield users is going to break the server? Really? If so then I think you and I have reached the point where we're not accomplishing anything by continuing to speak to each other.

 It is 10 turns, not 10 rounds, and they do have higher AC consistently, all the time with an enchanted shield, and considering a two handed weapon user in full plate only gets +5 parry ac at level 19 without the use of magic, assuming 12 dex and gloves of swordplay, a shield user is very likely to have an enchanted shield by then, which also gives bonuses to saves, discipline and concentration checks. Furthermore, it is not about breaking the server, but about balance. I personally don't think giving shield users access to 2 more points of AC via feats is necessary to make them relevant, nor do I think it is healthy for the server balance, for the reasons I stated.

 As for the "rarity" of shield using builds, I certainly don't agree with this. I can easily list 10 characters that are level 15 or above and use shields from memory: Lupinus Linus, Zidonne LeFebvre, Bastian (Can't remember his last name or even if he had any, a RDD played by Mika) , Zachary Dalensbane, Cyrus Gallant, Sieglinde, Marcus (He is a paladin, can't remember all the details again, I believe he is played by aprogressivevist though I am not certain), Samson, Katraka, Vjaya, Schala Wintermoon . And these are just 10 names that I can conjure from memory and my own character, and all characters listed are either active currently, or were active during the last year. It is really not a rare thing at all, definitely not as rare as you make it seem to be.

 As for accomplishing things, I am trying to explain my point of view and why I think adding such feats is, in my opinion, not a good idea. I don't see why we can't accomplish anything if my ideas are contradictory to that of yours, I would even argue that contradictory points of view are helpful to accomplishing something. IF we have such contrasting viewpoints on the issues, it is likely that there is a compromise that can be found in the middle. So far, from what I understand, your points are that shield user deal less damage than two handed weapon users and dual wielder, and should have a higher AC all the time. And as I pointed out before, they do indeed have a higher AC all the time. As for the damage issue, I would love to see you break down the difference in damage and explain why you think that difference varrants a further increase in AC for shield users.
Title: Re: Shields too weak compared to Parry, suggested fix
Post by: dazza555 on February 06, 2017, 06:31:51 PM
As for the "rarity" of shield using builds, I certainly don't agree with this. I can easily list 10 characters that are level 15 or above and use shields from memory: Lupinus Linus, Zidonne LeFebvre, Bastian (Can't remember his last name or even if he had any, a RDD played by Mika) , Zachary Dalensbane, Cyrus Gallant, Sieglinde, Marcus (He is a paladin, can't remember all the details again, I believe he is played by aprogressivevist though I am not certain), Samson, Katraka, Vjaya, Schala Wintermoon . And these are just 10 names that I can conjure from memory and my own character, and all characters listed are either active currently, or were active during the last year. It is really not a rare thing at all, definitely not as rare as you make it seem to be.

Most of these are spell casting classes in some form or another, clerics especially gain a benefit from using shields because of magic vestment. Though I'll admit, pureclass clerics cannot always afford the skillpoints or the feats for a parry build. Whereas Samson is a low int build so again, might not have the skill points for parry investment. Given he's barbarian/fighter however. He could benefit from the extra feats for this Shield Mastery feat. I think filth is pointing out that the number of shield-users compared to two-handers is uneven in general. Which it kind of is, related or not.

I changed my mind about that last part.
Title: Re: Shields too weak compared to Parry, suggested fix
Post by: Syl on February 06, 2017, 06:55:55 PM
My tiefling uses Large shield, most people i watch generally use Tower shields..

It would be nice if there were some other kind of shields out there.. I have my eyes set on the mirror shield because i think that SR is useful.


I'm not saying that shield feats should not be concidered but perhaps things like shield bash that could daze a target... but that's a custom on and probably would require to much work.

I think it would just be nice to see other kinds of large, small and tower shields out there that can give some nice benifts for wearing them.
Title: Re: Shields too weak compared to Parry, suggested fix
Post by: FlattedFifth on February 06, 2017, 08:02:48 PM
So, to recap, everyone agrees that it's perfectly possible to have the precise same ac with or without a tower shield +1. Enchanting that shield brings it up to the same AC as someone using two weapons and greater two weapon defense, and that the ONLY way for a shield user to have a higher AC than those NOT using a shield is through TEMPORARY effects such as spells or varnishes.


This. Is. Broken.
Title: Re: Shields too weak compared to Parry, suggested fix
Post by: Pav on February 06, 2017, 08:04:00 PM
Shields are fine, parry is fine, /thread.
Title: Re: Shields too weak compared to Parry, suggested fix
Post by: FinalHeaven on February 06, 2017, 08:22:54 PM
So, to recap, everyone agrees that it's perfectly possible to have the precise same ac with or without a tower shield +1. Enchanting that shield brings it up to the same AC as someone using two weapons and greater two weapon defense, and that the ONLY way for a shield user to have a higher AC than those NOT using a shield is through TEMPORARY effects such as spells or varnishes.


This. Is. Broken.

I think a more accurate recap would be that the majority of people seem to agree that your proposed additional feats are interesting either as Fighter only or multiclass feats.  Only one individual (yourself) thinks that the system is broken.  I think that speaks more for the successful side of balance than anything else, admittedly.
Title: Re: Shields too weak compared to Parry, suggested fix
Post by: Cursed Ink on February 06, 2017, 09:36:52 PM
When you factor in feat investment, its balanced.
Title: Re: Shields too weak compared to Parry, suggested fix
Post by: Amon-Si on February 06, 2017, 09:42:06 PM
When you factor in feat investment, its balanced.

+1

Shield AC cost: 1 feat, usually free
Parry AC cost: 1sp/level, at least 2 feats and extra gear slots.
Title: Re: Shields too weak compared to Parry, suggested fix
Post by: Mentfrost on February 06, 2017, 09:48:07 PM
Perhaps the rarity of shields has nothing to do with mechanics and instead has to do with what people prefer for their character aesthetics?
I can back this up, shields suck, why would you willingly use a shield when parry just looks so much cooler!?
Title: Re: Shields too weak compared to Parry, suggested fix
Post by: APorg on February 06, 2017, 09:53:24 PM
Tower Shield +3 to +8 [+7 becoming the base at level 14]

Nitpick: +7 isn't the base, it's the limit now that there's no more +5 from varnishes or effects from level 20 clerics.

I think it'd actually be quite nice if varnishes could still give +5 to shields (and only shields); it would give the greater magic varnishes a more pronounced niche than just being slightly better than the strong magical varnishes.
Title: Re: Shields too weak compared to Parry, suggested fix
Post by: FlattedFifth on February 06, 2017, 11:11:21 PM
When you factor in feat investment, its balanced.

There is no class on this server that cannot very easily afford 2 feats. The skill point investment is MUCH more of a factor than the feat investment, and still doesnt make it balanced.

Again, the only way a shield using character can get greater AC than a two weapon build or two-handed build is through temporary effects. And if you're going to talk temporary effects, lets talk about bracers of +2 parry, off-hand dagger of +2 parry, bard song adding skill points, and Cat's Grace. See? It goes both ways, Parry builds get the temp effect boosts too, so can we stop talking about varnishes and magic vestment as if they balance anything? They don't.

So, a shield using character has the same ac as a Parry build greatsword user, and an enchanted shield using char (though lets face it, enchanting something you drop when you die isn't often recommended) has the same AC as the Parry build two weapon user. That's just not right. It's not balanced, and it doesn't make IC sense. That rogue can deflect blows with his off-hand dagger better than the bloke with the shield? Puh-lease.
Title: Re: Shields too weak compared to Parry, suggested fix
Post by: Amon-Si on February 06, 2017, 11:21:55 PM
When you factor in feat investment, its balanced.

There is no class on this server that cannot very easily afford 2 feats. The skill point investment is MUCH more of a factor than the feat investment, and still doesnt make it balanced.

Again, the only way a shield using character can get greater AC than a two weapon build or two-handed build is through temporary effects. That's just not right. It's not balanced, and it doesn't make IC sense. That rogue can parry blows with his off-hand dagger better than the bloke with the shield? Puh-lease.

A shield will get you a permanant +7ac
Parry on a two hander needs 2 feats and gear slots to hit the cap of +5
To get +7 from parry, you need to invest at least four feats
Title: Re: Shields too weak compared to Parry, suggested fix
Post by: Phantasia on February 06, 2017, 11:24:46 PM
Going to play the devil's advocate here.

It doesn't matter that if it's "balanced" or not. It matters that it makes 'sense' more than anything.

What are you going to trust to stop a great sword coming at your left side that you can't evade? A flimsy parrying dagger, or a tower shield? Lol. Something should be done about shields, regardless. I find it absolutely pointless to have one because one blade apparently = +5 ac (enchanted tower shield?).
Title: Re: Shields too weak compared to Parry, suggested fix
Post by: Pav on February 06, 2017, 11:30:46 PM
Enchanted Tower Shield is +7


Dual wielders invest a ton of feats to have this. I suppose it should be worked toward what makes sense, but I really don't want to see Rogue / Fighters have more power. Just my honest two cents.
Title: Re: Shields too weak compared to Parry, suggested fix
Post by: FlattedFifth on February 06, 2017, 11:31:11 PM
When you factor in feat investment, its balanced.

There is no class on this server that cannot very easily afford 2 feats. The skill point investment is MUCH more of a factor than the feat investment, and still doesnt make it balanced.

Again, the only way a shield using character can get greater AC than a two weapon build or two-handed build is through temporary effects. That's just not right. It's not balanced, and it doesn't make IC sense. That rogue can parry blows with his off-hand dagger better than the bloke with the shield? Puh-lease.

A shield will get you a permanant +7ac
Parry on a two hander needs 2 feats and gear slots to hit the cap of +5
To get +7 from parry, you need to invest at least four feats

And fighters get a bonus feat every single level here. Most other classes get ample feats to handle this as well.

Again, it's not balanced. The choice of shield or no shield is supposed to be a choice between offense and defense. Currently, this is a choice no one really has to make. Everyone can have the best of both worlds if they try, and most do. I'm not suggesting that Parry be nerfed, because I don't want every existing high level char to suddenly be weakened. I think most would find that upsetting. I merely suggest that a shield build be given the option of greater defense to make up for the greater weight and lesser offense. Is that so bad? Two feats for shield build, 2 AC.
Title: Re: Shields too weak compared to Parry, suggested fix
Post by: Amon-Si on February 06, 2017, 11:33:23 PM
When you factor in feat investment, its balanced.

There is no class on this server that cannot very easily afford 2 feats. The skill point investment is MUCH more of a factor than the feat investment, and still doesnt make it balanced.

Again, the only way a shield using character can get greater AC than a two weapon build or two-handed build is through temporary effects. That's just not right. It's not balanced, and it doesn't make IC sense. That rogue can parry blows with his off-hand dagger better than the bloke with the shield? Puh-lease.

A shield will get you a permanant +7ac
Parry on a two hander needs 2 feats and gear slots to hit the cap of +5
To get +7 from parry, you need to invest at least four feats

And fighters get a bonus feat every single level here. Most other classes get ample feats to handle this as well.

Again, it's not balanced. The choice of shield or no shield is supposed to be a choice between offense and defense. Currently, this is a choice no one really has to make. Everyone can have the best of both worlds if they try, and most do. I'm not suggesting that Parry be nerfed, because I don't want every existing high level char to suddenly be weakened. I think most would find that upsetting. I merely suggest that a shield build be given the option of greater defense to make up for the greater weight and lesser offense. Is that so bad? Two feats for shield build, 2 AC.

You can get shields with DR. You can't get a weapon with DR.
Skill point investment is costly.
Title: Re: Shields too weak compared to Parry, suggested fix
Post by: Pav on February 06, 2017, 11:35:09 PM
Except fighters don't dish out good damage with a mechanically proper dual wield builds unless they buffed themselves, and even then there is a slew of issues. Shields are used legitimately by many people, to great effect, with damage that nears that of one without. For an example, I have a longsword parry build that does enough damage to even compete with a greatsword. With a shield, it'd be even better.
Title: Re: Shields too weak compared to Parry, suggested fix
Post by: Phantasia on February 06, 2017, 11:36:20 PM
Enchanted Tower Shield is +7


Dual wielders invest a ton of feats to have this. I suppose it should be worked toward what makes sense, but I really don't want to see Rogue / Fighters have more power. Just my honest two cents.

Not a matter of a certain class combo having more strength. It's about making shields more appealing while having a distinct defense against someone going full blown assault on you and having the same defenses practically.
Title: Re: Shields too weak compared to Parry, suggested fix
Post by: Pav on February 06, 2017, 11:39:23 PM
Enchanted Tower Shield is +7


Dual wielders invest a ton of feats to have this. I suppose it should be worked toward what makes sense, but I really don't want to see Rogue / Fighters have more power. Just my honest two cents.

Not a matter of a certain class combo having more strength. It's about making shields more appealing while having a distinct defense against someone going full blown assault on you and having the same defenses practically.


I don't see what's not appealing about shields. You save feats, a skill, and have the same AC at the end all - more than a two hander, and you can get DR. You have the defense, and going up to a total of +9 is, in my honest opinion, too much.
Title: Re: Shields too weak compared to Parry, suggested fix
Post by: FlattedFifth on February 06, 2017, 11:43:03 PM
HEY! How about if we have a defensive, shield using build option, but increase the number of feats required and give pure class fighters a little something extra?



New Feat: Shield Mastery
Requirements: Base Attack Bonus 6 or Better, Shield Proficiency, Dodge Feat, Expertise Feat
Use: Automatic
Description: The character has improved the skill of not just clumsily blocking blows with a shield, but using the weight and momentum of the shield to help move in combat: angling the shield to cause the opponent's weapon to slide off, moving the shield into the opponent like an active part of combat, and properly absorbing blows to increase the effectiveness of the shield.
Effect: Whenever the character has a shield equipped*, the character receives a +1 dodge* bonus to armor class. If that character is a Pure Class Fighter, that character also receives Damage Reduction 1/-


New Feat: Greater Shield Mastery
Requirements: Base Attack Bonus 8 or Better, Shield Mastery Feat
Use: Automatic
Description: The character has mastered the use of a shield, making the shield almost a part of her as she fights.
Effect: Whenever the character has a shield equipped*, the character receives an additional +1 dodge* bonus to armor class (total of 2 from both feats together). If that character is a Pure Class Fighter, that character also receives Damage Reduction 2/-


Note that this option increases the feat investment to 4, requires at least 13 Dexterity and 13 Intelligence, and gives pure class fighters a little bit of extra love while still being useful to those who are not pure class fighters.
Title: Re: Shields too weak compared to Parry, suggested fix
Post by: Phantasia on February 06, 2017, 11:45:40 PM
Were I to suggest anything, I would suggest adding % immunity based on the weight class of each shield. 5% for small, 10% for large, 15% for tower shields. They should make up for that weight instead of just shoving it into a magic bag when you're done using it at the very least. If this is the case with some shields already, I have no idea, but some input from a Developer would be nice.
Title: Re: Shields too weak compared to Parry, suggested fix
Post by: Pav on February 06, 2017, 11:46:33 PM
Were I to suggest anything, I would suggest adding % immunity based on the weight class of each shield. 5% for small, 10% for large, 15% for tower shields. They should make up for that weight instead of just shoving it into a magic bag when you're done using it at the very least. If this is the case with some shields already, I have no idea, but some input from a Developer would be nice.

+1
Title: Re: Shields too weak compared to Parry, suggested fix
Post by: FlattedFifth on February 06, 2017, 11:55:58 PM
Were I to suggest anything, I would suggest adding % immunity based on the weight class of each shield. 5% for small, 10% for large, 15% for tower shields. They should make up for that weight instead of just shoving it into a magic bag when you're done using it at the very least. If this is the case with some shields already, I have no idea, but some input from a Developer would be nice.

This is also an excellent idea, and I like it a lot, though this would not require any feats. A lot of people seem to be fixated on the number of feats the parry build requires and my pointing out that feats are cheap here seems to be falling on deaf ears.
Title: Re: Shields too weak compared to Parry, suggested fix
Post by: Nemesis 24 on February 07, 2017, 12:13:03 AM
Not exactly.  The stat line is rather specific.  For example, I couldn't get most of these feats listed above for my paladin based on the steep requirements of the stat line.  And I'm a-okay with that tbh.

It's not so much falling on deaf ears, as falling on very experienced ears in this case.  Pav for example is a monster at build design.  If he says its very strong, then he's probably right.
Title: Re: Shields too weak compared to Parry, suggested fix
Post by: Iluvatar / Madness on February 07, 2017, 12:15:51 AM
Were I to suggest anything, I would suggest adding % immunity based on the weight class of each shield. 5% for small, 10% for large, 15% for tower shields. They should make up for that weight instead of just shoving it into a magic bag when you're done using it at the very least. If this is the case with some shields already, I have no idea, but some input from a Developer would be nice.

Personally, I think that is a much better idea than adding feat. It brings something different than just AC and gives the shield something Parry can't give, which sort of give shield an advantage over parry. Sounds like something that is much more likely to happen than adding feat to me, if anything is changed that is.

I'm not seeing that shield necessarily needs to have an advantage over parry or that they need a boost, just saying I think that this is a much better idea than adding feat.
Title: Re: Shields too weak compared to Parry, suggested fix
Post by: FlattedFifth on February 07, 2017, 12:19:12 AM
and have the same AC at the end

There's the operative phrase. That one right there. 18 Strength character with Greatsword = 1d12 + 6 damage. 18 Strength character with Longsword and tower  shield = 1d8 + 4 damage. Weight of greatsword, about 12 lbs, I believe? Weight of tower shield + longsword = minimum 30 lbs. These two should not EVER have the same AC on a permanent, non-buffed basis.
Title: Re: Shields too weak compared to Parry, suggested fix
Post by: Pav on February 07, 2017, 12:24:15 AM
You're right, the tower shield has more.

By the time the greatsword user peaks at +5, which is very difficult without some dexterity and lighter armor, the tower shield user will have an enchanted tower shield +7 to AC.
Title: Re: Shields too weak compared to Parry, suggested fix
Post by: FlattedFifth on February 07, 2017, 12:30:27 AM
You're right, the tower shield has more.

By the time the greatsword user peaks at +5, which is very difficult without some dexterity and lighter armor, the tower shield user will have an enchanted tower shield +7 to AC.

You know a lot of people who enchant something that drops when they die? And by level 12 I could get +4 ac from parry, with my character's 14 dex and half plate.  Not difficult then to get +5 by lvl 17 without even raising my dex above the 14 it was at character creation. If I wanted to go the 2 handed route, I could get +7 if I raised my dex at lvls 8, 12, and 16, which would still leave my character with 16 strength.

No, you can't convince me that parry isn't over-powered. Which would you rather see? Parry nerfed, or shields be made a bit more worth the added weight and lowered offense?
Title: Re: Shields too weak compared to Parry, suggested fix
Post by: Pav on February 07, 2017, 12:32:57 AM
It's really too bad that no one can actually use someone else's enchanted item.

Yes, people enchant their items, very frequently. Please do not speak of concurrent server meta when you confess to be a new player, and are, by all sights, indeed a new player.

A thing I suggest to new players, friends and others, is to wait and see how things play out, and observe, instead of immediately jumping to baseless conclusions.
Title: Re: Shields too weak compared to Parry, suggested fix
Post by: Amon-Si on February 07, 2017, 12:33:41 AM
You're right, the tower shield has more.

By the time the greatsword user peaks at +5, which is very difficult without some dexterity and lighter armor, the tower shield user will have an enchanted tower shield +7 to AC.

You know a lot of people who enchant something that drops when they die? And by level 12 I could get +4 ac from parry, with my character's 14 dex and half plate.

Level 12.
15 Base Parry
+2 Dex
-7 from half plate
That's only +1 parry AC because you're leaving out the two feats you need to take it to +3 and the -at least- one wasted gear slot on a +3 parry bonus.
Title: Re: Shields too weak compared to Parry, suggested fix
Post by: FlattedFifth on February 07, 2017, 12:38:24 AM
It's really too bad that no one can actually use someone else's enchanted item.

Yes, people enchant their items, very frequently. Please do not speak of concurrent server meta when you confess to be a new player, and are, by all sights, indeed a new player.

A thing I suggest to new players, friends and others, is to wait and see how things play out, and observe, instead of immediately jumping to baseless conclusions.

I'm actually not a new player. I played here over 5 years ago, then stopped because RL got too busy, stayed away about 5 years, then came back and couldn't remember my login name. That's the trouble with being on numerous forums and having a different login and pass for each.

Now, will anyone explain why it's even remotely ok for someone who is using two weapons to have the same ac as someone who's using an enchanted tower shield? Anyone?
Title: Re: Shields too weak compared to Parry, suggested fix
Post by: FinalHeaven on February 07, 2017, 12:40:44 AM
and have the same AC at the end

There's the operative phrase. That one right there. 18 Strength character with Greatsword = 1d12 + 6 damage. 18 Strength character with Longsword and tower  shield = 1d8 + 4 damage. Weight of greatsword, about 12 lbs, I believe? Weight of tower shield + longsword = minimum 30 lbs. These two should not EVER have the same AC on a permanent, non-buffed basis.

With all due respect, your opinion isn't fact and the majority of people here seem to disagree with your assessment.  You may feel strongly that things are unbalanced but generally speaking when the majority of people agree on the state of something, that speaks more for it being balanced accordingly to the satisfaction of the community than not.

You seem to be a new player.  You're tossing about a lot of claims that just aren't factually consistent and I think if when you've been on the server as long as some of the people responding to you you'll see that.  Fact of the matter is you have no evidence to suggest the lack of shield use is purely - or even half - to do with any form of mechanic.  You're also a quite bit off on the assumption that only a small amount of people enchant their items that can be dropped.

I think maybe you should play a bit more, get a better feel for things.

Title: Re: Possible Shield/parry rebalance discussion
Post by: Amon-Si on February 07, 2017, 12:41:41 AM
It's really too bad that no one can actually use someone else's enchanted item.

Yes, people enchant their items, very frequently. Please do not speak of concurrent server meta when you confess to be a new player, and are, by all sights, indeed a new player.

A thing I suggest to new players, friends and others, is to wait and see how things play out, and observe, instead of immediately jumping to baseless conclusions.

I'm actually not a new player. I played here over 5 years ago, then stopped because RL got too busy, stayed away about 5 years, then came back and couldn't remember my login name. That's the trouble with being on numerous forums and having a different login and pass for each.

Now, will anyone explain why it's even remotely ok for someone who is using two weapons to have the same ac as someone who's using an enchanted tower shield? Anyone?

Because that person who has invested and trained extensively in a skill can and should have skills equal to or better than someone who strapped some wood to his arm and went herr durr shield.
Title: Re: Shields too weak compared to Parry, suggested fix
Post by: FlattedFifth on February 07, 2017, 12:44:16 AM

Level 12.
15 Base Parry
+2 Dex
-7 from half plate
That's only +1 parry AC because you're leaving out the two feats you need to take it to +3 and the -at least- one wasted gear slot on a +3 parry bonus.

I'm not leaving out anything. I'd get +3 from improved parry, +3 from skill focus parry, and have +2 parry bracers (or better, if they exist). Total of -7 from half plate, +8 from feats and dex, +2 from bracers, and +2 from bard song, total +5 adjusted, plus the 15 from spent points at level 12, equals +4 ac.

Please don't make assumptions. If I say I can do it, I mean I can do it.
Title: Re: Shields too weak compared to Parry, suggested fix
Post by: FlattedFifth on February 07, 2017, 12:50:45 AM

Because that person who has invested and trained extensively in a skill can and should have skills equal to or better than someone who strapped some wood to his arm and went herr durr shield.

And that's why my suggestion is for there to be an option to invest in feats, training extensively to use shields more effectively, NOT for parry to be nerfed, NOR for shields to be given any automatic advantage.

Really, no one is suggesting your greatsword-weilding teifling be changed in any way. Relax.
Title: Re: Shields too weak compared to Parry, suggested fix
Post by: Pav on February 07, 2017, 12:53:49 AM
and have the same AC at the end

There's the operative phrase. That one right there. 18 Strength character with Greatsword = 1d12 + 6 damage. 18 Strength character with Longsword and tower  shield = 1d8 + 4 damage. Weight of greatsword, about 12 lbs, I believe? Weight of tower shield + longsword = minimum 30 lbs. These two should not EVER have the same AC on a permanent, non-buffed basis.

With all due respect, your opinion isn't fact and the majority of people here seem to disagree with your assessment.  You may feel strongly that things are unbalanced but generally speaking when the majority of people agree on the state of something, that speaks more for it being balanced accordingly to the satisfaction of the community than not.

You seem to be a new player.  You're tossing about a lot of claims that just aren't factually consistent and I think if when you've been on the server as long as some of the people responding to you you'll see that.  Fact of the matter is you have no evidence to suggest the lack of shield use is purely - or even half - to do with any form of mechanic.  You're also a quite bit off on the assumption that only a small amount of people enchant their items that can be dropped.

I think maybe you should play a bit more, get a better feel for things.

Summing up my opinion in an eloquent manner, thank you  :)
Title: Re: Shields too weak compared to Parry, suggested fix
Post by: FinalHeaven on February 07, 2017, 12:56:39 AM
FlattedFifth your entire thread is based on your own assumption that there is a lack of shield use due to mechanics.  I would request that you prove that before you start telling other people not to make assumptions of their own.
Title: Re: Shields/Parry discussion
Post by: Amon-Si on February 07, 2017, 12:58:13 AM
You said you could get +4 Parry AC in your half plate with dex. You didn't cover all the -other- things you'd need to do it at that level and you certainly never mentioned buffs. Don't move the goal posts, please.
Title: Re: Shields too weak compared to Parry, suggested fix
Post by: Night of Reod on February 07, 2017, 01:00:24 AM
Going to play the devil's advocate here.

It doesn't matter that if it's "balanced" or not. It matters that it makes 'sense' more than anything.

What are you going to trust to stop a great sword coming at your left side that you can't evade? A flimsy parrying dagger, or a tower shield? Lol. Something should be done about shields, regardless. I find it absolutely pointless to have one because one blade apparently = +5 ac (enchanted tower shield?).

 If we are talking about "making sense," there is a reason why shields were less commonly used towards the late medieval period, after the introduction full plate armor, and why halberds started to become very common. Also, in terms of making sense, a 45 lbs tower shield is not really something you can lug around in combat or use to parry blows with to much effect. Historically, they were almost exclusive used by archers and more commonly crossbowmen to reload/redraw behind. And there is a slew of other historical inaccuracies and mistakes in both DnD and NWN.

 
Were I to suggest anything, I would suggest adding % immunity based on the weight class of each shield. 5% for small, 10% for large, 15% for tower shields. They should make up for that weight instead of just shoving it into a magic bag when you're done using it at the very least. If this is the case with some shields already, I have no idea, but some input from a Developer would be nice.

This is also an excellent idea, and I like it a lot, though this would not require any feats. A lot of people seem to be fixated on the number of feats the parry build requires and my pointing out that feats are cheap here seems to be falling on deaf ears.

 You may be of the opinion that feats are cheap, but it is one I disagree with. With how high DCs can get in PotM, how important having access to expertise and even improved expertise feats can be, and especially if you are a spellcasting class that wants to use metamagic or class specific feats, feats can actually be quite tight. Currently my shield using character has 15 feats, and I don't have power attack, cleave and skill focus: listen even though I want them because I don't have feats to spend on those.

 
Were I to suggest anything, I would suggest adding % immunity based on the weight class of each shield. 5% for small, 10% for large, 15% for tower shields. They should make up for that weight instead of just shoving it into a magic bag when you're done using it at the very least. If this is the case with some shields already, I have no idea, but some input from a Developer would be nice.

 I stuff my armor into a magic bag when I am done as well, or my weapon for that matter. Shields are indeed heavy, but their weight is nowhere near unmanageable, especially if you use a chitin shield.

 I think you are overestimating how much more damage a two handed weapon user gets over a shield user. Assuming 30 str and comparing an enchanted bastard sword and enchanted greatsword, the greatsword only does 8 damage more per hit on average, and the shield gets one to two more points of AC. 30 str is quite high and not accessible to many characters. A more commonplace assumption would be 24 str, and it is also likely that +4 enhancement will be available for most high-end situations, which brings the damage advantage of the greatsword over the bastard sword to 5.5 damage per hit on average. Considering a single point of AC can potentially halve the damage you take, and you spend one to two feats and 20 skill points less on the bastard sword, it sounds like a very fair trade to me. Not to mention, you get +1 to all saves from an enchanted shield, and there are magical shields in the game, including the strongest DR item I am aware of and a shield with 50% fire immunity and only 18 lbs of weight, I think there is definitely an incentive to go for a shield using build.

 As for dual wielding builds, dual wielding requires the investment of at least 15 dexterity, 17 if you want to get improved two weapon defence, as well as at least 4 feats and the usual 20 skill points. If you are using heavy armor, you will likely need 5 if not 6 feats to get the full benefit of parry, and otherwise you will need to invest more into dex. Not only does this stop you from using certain types of weapons, as you want to use finesse weapons, but it also means you have less points to spend on your other stats, and there is the usual penalty to ab from dual wielding. In the end, you do end up with lower ab, often less HP and carry weight, less skill points and considerably less feats than a shield user, and if you are fighting against something with DR, or something with high AC, you can end up doing significantly less damage. As I stated before, I wouldn't mind having dual wielding parry AC cap at 6, but otherwise, it does have steep requirements and certain disadvantages. Again, I can definitely find an incentive to go for a shield using build.

 I think trying to give absolute power to shields in the form of AC is not required, they are certainly viable for all the content the server has to offer. I think implementing such changes would make other options too weak compared to shields even. If there must be something added to aid shield users, I would like to see it in the form of utility, such as a shield bash that can give a bonus to knockdown attempts or a feat that makes it easier for a shield user to resist knockdown attempts, or bonuses to certain skills.

 On the other hand, small shields are almost completely useless, and large shields don't have much charm as well unless you are a halfling or a gnome. I would love to see something implemented that makes these two options viable at the cost of some feats, and/or skills points.


You're right, the tower shield has more.

By the time the greatsword user peaks at +5, which is very difficult without some dexterity and lighter armor, the tower shield user will have an enchanted tower shield +7 to AC.

You know a lot of people who enchant something that drops when they die? And by level 12 I could get +4 ac from parry, with my character's 14 dex and half plate.  Not difficult then to get +5 by lvl 17 without even raising my dex above the 14 it was at character creation. If I wanted to go the 2 handed route, I could get +7 if I raised my dex at lvls 8, 12, and 16, which would still leave my character with 16 strength.

No, you can't convince me that parry isn't over-powered. Which would you rather see? Parry nerfed, or shields be made a bit more worth the added weight and lowered offense?

 Saying you can't be convinced that your opinion may not be true is really not a healthy attitude for a constructive discussion.
Title: Re: Shields too weak compared to Parry, suggested fix
Post by: Amon-Si on February 07, 2017, 01:08:12 AM
How about a feat that let you use 3/4 Parry with small shields and 1/2 parry with large shields?
That way we could have a more viable selection with the shields and decrease a portion of the lovely, but [mostly] unused large and small shields.
Title: Re: Shields too weak compared to Parry, suggested fix
Post by: Night of Reod on February 07, 2017, 01:11:20 AM
How about a feat that let you use 3/4 Parry with small shields and 1/2 parry with large shields?

 That is along the lines of what I would suggest as well, up to a cap of course. So for a small shield, a parry skill of 10 or 15 could be necessary to get you up to par with a tower shield, and for a large shield, a parry skill of 5-10, and of course having a feat to enable this bonus to take place, much like how improved unarmed combat enables gaining parry bonus while unarmed.
Title: Re: Shields too weak compared to Parry, suggested fix
Post by: Amon-Si on February 07, 2017, 01:19:48 AM
Perhaps, for Balance you'd want to make it harder to get parry out of the large shield.
So, say 14 Parry will get you +2 with a small shield but only +1 on the large shield? That alone would take them to tower shield levels, and you could have items like Bucklers.
Title: Re: Shields/Parry discussion
Post by: FlattedFifth on February 07, 2017, 01:20:15 AM
You said you could get +4 Parry AC in your half plate with dex. You didn't cover all the -other- things you'd need to do it at that level and you certainly never mentioned buffs. Don't move the goal posts, please.

No one's moving goal posts. I said I could do it. You should have believed me. You know that those feats and gear would be required , I know it, too. I didn't think it was necessary to spell it out. If I use my lvl 8 and 12 ability bonuses on dex and switch to banded mail, I wont even need any bard song because +3 dex +6 from feats +2 from bracers -6 from armor gives a net gain of +5. This is common knowledge too.

I really don't know why everyone is getting so upset, but I am starting to remember one of the reasons why I killed off Tabby and left 5 years or so ago.


How about a feat that let you use 3/4 Parry with small shields and 1/2 parry with large shields?
That way we could have a more viable selection with the shields and decrease a portion of the lovely, but [mostly] unused large and small shields.

I like this idea, too. Maybe keep the Improved Parry Feat requirement, and make it so that you get, as you say, ac bonus equal to Parry/5 * .75, rounded up? Down? Who cares, at least it would make shields worth their weight and, as you say, make light and medium shields useful.


the majority of people here seem to disagree with your assessment.

Actually, looking back and counting, it appears that we have, including myself 7 people who agree that shields need to be made more useful in some way, 4 people who do not, and four people who seem to be ambivalent about whether or not anything needs to change.


 So.... that's 7 for, 4 against, and 4 abstentions. But as usual, the against camp types the longest and most often (except for myself). :D

Title: Re: Shields too weak compared to Parry, suggested fix
Post by: Night of Reod on February 07, 2017, 01:26:45 AM
Perhaps, for Balance you'd want to make it harder to get parry out of the large shield.
So, say 14 Parry will get you +2 with a small shield but only +1 on the large shield? That alone would take them to tower shield levels, and you could have items like Bucklers.

 I was more thinking you would need more parry skill to make use of the small shield as effectively, and the large shield has a higher armor check penalty and more weight to balance it out.
Title: Re: Shields too weak compared to Parry, suggested fix
Post by: Amon-Si on February 07, 2017, 01:30:23 AM
Perhaps, for Balance you'd want to make it harder to get parry out of the large shield.
So, say 14 Parry will get you +2 with a small shield but only +1 on the large shield? That alone would take them to tower shield levels, and you could have items like Bucklers.

 I was more thinking you would need more parry skill to make use of the small shield as effectively, and the large shield has a higher armor check penalty and more weight to balance it out.

That makes sense too, the devs would decide in the end, of course!

I still don't feel there is an imbalance with Parry vs Shields, certainly not as glaring a one as you seem to feel, Fifth.
I have extensive experience playing both Character types over the last five years and I have a shield user who can hit 70AC and none of my parry builds can even scratch that.
Title: Re: Shields too weak compared to Parry, suggested fix
Post by: Iridni Ren on February 07, 2017, 01:37:12 AM
I thought FinalHeaven had to be joking or sarcastic the first time he tossed this off:

Quote
Perhaps the rarity of shields has nothing to do with mechanics and instead has to do with what people prefer for their character aesthetics? 

But then he repeated it twice more so does he truly believe it???

Then there should be no objection to adding FlattedFifth's suggested feats!!

No one is going to use them anyway because we all just build our characters based on aesthetics rather than mechanics. So unless shields are made prettier for us, we'll never use them :)
Quote
your entire thread is based on your own assumption that there is a lack of shield use due to mechanics.  I would request that you prove that

If you read this thread and the detailed statistical arguments (based on mechanics) being made, it's all the evidence you need how most players make their decisions. I've not seen a single post saying, "Oooohh...I'll never use a shield because it's just too darn ugly."

They are much easier to equip right before combat without breaking immersion than actual armor is. But plenty PCs forego a nice dress and go banging around in full armor despite the appearance because of the mechanical advantage.

In fact it seems obvious to me that those who dislike the aesthetics of a shield would be most happy that shields are underpowerd. That way Port dandies don't have to be at a disadvantage by foregoing them :P

I don't think FlattedFifth has to prove something is self-evident in a mechanics-based game to anyone not being disingenuous.
Title: Re: Shields too weak compared to Parry, suggested fix
Post by: FlattedFifth on February 07, 2017, 01:46:03 AM
I thought FinalHeaven had to be joking or sarcastic the first time he tossed this off:

Quote
Perhaps the rarity of shields has nothing to do with mechanics and instead has to do with what people prefer for their character aesthetics? 

But then he repeated it twice more so does he truly believe it???

Then there should be no objection to adding FlattedFifth's suggested feats!!

No one is going to use them anyway because we all just build our characters based on aesthetics rather than mechanics. So unless shields are made prettier for us, we'll never use them :)
Quote
your entire thread is based on your own assumption that there is a lack of shield use due to mechanics.  I would request that you prove that

If you read this thread and the detailed statistical arguments (based on mechanics) being made, it's all the evidence you need how most players make their decisions. I've not seen a single post saying, "Oooohh...I'll never use a shield because it's just too darn ugly."

They are much easier to equip right before combat without breaking immersion than actual armor is. But plenty PCs forego a nice dress and go banging around in full armor despite the appearance because of the mechanical advantage.

In fact it seems obvious to me that those who dislike the aesthetics of a shield would be most happy that shields are underpowerd. That way Port dandies don't have to be at a disadvantage by foregoing them :P

I don't think FlattedFifth has to prove something is self-evident in a mechanics-based game to anyone not being disingenuous.

This.

All. Of. This.

I'm not at all suggesting, folks, that anyone suffer any disadvantage, or that parry be nerfed. Just that someone be able to specifically train to be able to get more defense out of a shield. 2 additional ac is all I suggested for the 20 lbs added weight and less than 3/4 damage,in exchange for spending additional feats, and yet some have reacted as though I've suggested that shields have pop-out glider wings that allow us to fly over our enemies and drop bombs on them from the sky.

Come on, I'm saving that suggestion for another thread. :P
Title: Re: Shields too weak compared to Parry, suggested fix
Post by: FinalHeaven on February 07, 2017, 01:49:31 AM
I thought FinalHeaven had to be joking or sarcastic the first time he tossed this off:

Quote
Perhaps the rarity of shields has nothing to do with mechanics and instead has to do with what people prefer for their character aesthetics? 

But then he repeated it twice more so does he truly believe it???

Then there should be no objection to adding FlattedFifth's suggested feats!!

No one is going to use them anyway because we all just build our characters based on aesthetics rather than mechanics. So unless shields are made prettier for us, we'll never use them :)
Quote
your entire thread is based on your own assumption that there is a lack of shield use due to mechanics.  I would request that you prove that

If you read this thread and the detailed statistical arguments (based on mechanics) being made, it's all the evidence you need how most players make their decisions. I've not seen a single post saying, "Oooohh...I'll never use a shield because it's just too darn ugly."

They are much easier to equip right before combat without breaking immersion than actual armor is. But plenty PCs forego a nice dress and go banging around in full armor despite the appearance because of the mechanical advantage.

In fact it seems obvious to me that those who dislike the aesthetics of a shield would be most happy that shields are underpowerd. That way Port dandies don't have to be at a disadvantage by foregoing them :P

I don't think FlattedFifth has to prove something is self-evident in a mechanics-based game to anyone not being disingenuous.

A 3 page forum thread is not representative of most players on the server.  You are quite literally making up that the "majority" of players make their decisions this way.
In my history of playing Neverwinter Nights I have never played a character that uses a shield because I find them visually unappealing.  So, that is at least one.  How many more do you think might be of a similar opinion? 

I welcome you to quote where I stated that I object outright to the suggested feats.



Actually, looking back and counting, it appears that we have, including myself 7 people who agree that shields need to be made more useful in some way, 4 people who do not, and four people who seem to be ambivalent about whether or not anything needs to change.


 So.... that's 7 for, 4 against, and 4 abstentions. But as usual, the against camp types the longest and most often (except for myself). :D

Your math is interesting.  When I go back and look I can't find 7 people that agree with your proposal in it's original form with no other comments or suggestions of their own.  I suspect you're taking liberties with their posts and assuming that because they like the potential for new feats for shield users that they agree with your broad statements.

You still have yet to prove that the (assumed) disproportionate ratio of shield users to dual wielders has anything to do with mechanics.  You've yet to prove that most people don't enchant items that they can drop.  The only thing that you've proven without a doubt is that you believe yourself to be knowledgeable about a community that you have admitted to not being a part of for 5 years and that you have a knack for shifting the goalposts.

I certainly hope that you will continue to play and enjoy the community and it's state of balance for what it is today, I think you'll find that you can easily get yourself back to a knowledgeable state of things as they are now with time and effort.
Title: Re: Shields too weak compared to Parry, suggested fix
Post by: Amon-Si on February 07, 2017, 01:51:30 AM
I'm in favor of more shield AC for pure fighters.
Make it a fighter only feat that needs a certain number of levels like weapon Spec does and I'm on board.
AND maybe allow the small and large shield a parry bonus for a greater range of options in both aesthetic and play style


I have been here long. I am Olds. You listen to old man Amon. Old Man Amon make thing great.

Just checked... I've been on the forums for 9 years -today-.
Title: Re: Shields too weak compared to Parry, suggested fix
Post by: FlattedFifth on February 07, 2017, 01:57:11 AM


Actually, looking back and counting, it appears that we have, including myself 7 people who agree that shields need to be made more useful in some way, 4 people who do not, and four people who seem to be ambivalent about whether or not anything needs to change.


 So.... that's 7 for, 4 against, and 4 abstentions. But as usual, the against camp types the longest and most often (except for myself). :D

Your math is interesting.  When I go back and look I can't find 7 people that agree with your proposal in it's original form with no other comments or suggestions of their own.

AHEM

Please show me where I specifically said there were 7 people who agreed with my proposal with no other comments or suggestions of their own. Look, what I said was......

7 people who agree that shields need to be made more useful in some way
Title: Re: Shields too weak compared to Parry, suggested fix
Post by: FinalHeaven on February 07, 2017, 02:04:08 AM


Actually, looking back and counting, it appears that we have, including myself 7 people who agree that shields need to be made more useful in some way, 4 people who do not, and four people who seem to be ambivalent about whether or not anything needs to change.


 So.... that's 7 for, 4 against, and 4 abstentions. But as usual, the against camp types the longest and most often (except for myself). :D

Your math is interesting.  When I go back and look I can't find 7 people that agree with your proposal in it's original form with no other comments or suggestions of their own.

AHEM

Please show me where I specifically said there were 7 people who agreed with my proposal with no other comments or suggestions of their own. Look, what I said was......

7 people who agree that shields need to be made more useful in some way

I'm not going to continue a game of quoting back and forth with you if you're going to snip out parts of the quotes so that they lose context and better fit your narrative.

Person A agreeing with the idea of a new feat (or something else) making shields more useful does not mean that Person A agrees with your continued insistence that the system as is is broken or unbalanced.
Title: Re: Shields too weak compared to Parry, suggested fix
Post by: Iridni Ren on February 07, 2017, 08:43:48 AM
Mr. Heaven: With all due respect, bless your heart!

Poodle-de-doo  :P
Title: Re: Shields too weak compared to Parry, suggested fix
Post by: julienchab on February 07, 2017, 09:46:31 AM
This thread is pretty much going nowhere at the moment. Most of the latest arguments are calling out people.

Most people seem to agree that shields could get a little more love, but calling shields underpower and parry overpowered is somewhere I wouldn't go.
Title: Re: Shields too weak compared to Parry, suggested fix
Post by: FinalHeaven on February 07, 2017, 09:55:00 AM
This has been going no where for some time now. I'll content myself with the knowledge I've gained on certain personalities in this thread and let you all carry on. 

 :P

Title: Re: Shields too weak compared to Parry, suggested fix
Post by: IrishIron on February 07, 2017, 11:26:28 AM
I don't usually pop my head in on these things but let's not forget shield has the added benefit of  being able to enchant and being another thing that can be buffed by a friendly cleric. Vestment spell giving your shield a bonus up to +4 is incredibly useful. That alone is +7 ac with just a regular old tower shield u picked up for a handful of coins. This is the same ac given by max parry and two feats.
Title: Re: Shields too weak compared to Parry, suggested fix
Post by: julienchab on February 07, 2017, 11:45:01 AM
There is very few people who actually enchant their shields, because they can be dropped and lost, they are so costy to enchant, and that most people who use shields are actually clerics who don't need encahnted shield to get the +4.
Title: Re: Shields too weak compared to Parry, suggested fix
Post by: Iridni Ren on February 07, 2017, 12:02:58 PM
There is very few people who actually enchant their shields, because they can be dropped and lost, they are so costy to enchant, and that most people who use shields are actually clerics who don't need encahnted shield to get the +4.

Personally, I would poll everyone on the server before making such a claim. Maybe they don't enchant their shields because of aesthetics  :P

As for clerics, we are notorious for our fashion crimes :)
Title: Re: Shields too weak compared to Parry, suggested fix
Post by: julienchab on February 07, 2017, 12:06:03 PM
There is very few people who actually enchant their shields, because they can be dropped and lost, they are so costy to enchant, and that most people who use shields are actually clerics who don't need encahnted shield to get the +4.

Personally, I would poll everyone on the server before making such a claim. Maybe they don't enchant their shields because of aesthetics  :P

As for clerics, we are notorious for our fashion crimes :)

You already brought up that point, not sure why you bring it up again?
Title: Re: Shields too weak compared to Parry, suggested fix
Post by: APorg on February 07, 2017, 12:46:46 PM
Personally I do think Parry AC is a little overpowered; it went from being a strange, quasi-forgotten NWN artefact to a build-defining Skill here on PotM. Some of it I don't entirely like. For instance, it's fundamentally a little silly that Parry AC can be used against missile weapons -- only Monks should be able to deflect arrows. Though I doubt there's an easy fix to that.

But the main recipients of this are generally classes that needed the help. Giving Fighters something to do with their Skills and Feats was always going to be nice; Rogues may dominate PvP but in PvE they often lag behind (at least, until they become so rich and loaded with UMD that they become pocket mages and at the time pure Rangers hadn't been boosted. Giving those classes the option of a Parry build changed the metagame slightly, but not in a way that eclipsed buffed Clerics or Paladins.

Shield Fighers are eclipsed, though; but that leads us back to the idea of introducing Shield Feats...
Title: Re: Shields too weak compared to Parry, suggested fix
Post by: Deadbeat on February 07, 2017, 01:21:25 PM
Parry disfavours lawful alignments because shields are lawful, this is lawful-ism to the highest degree. Nerf parry and fix alignments.
Title: Re: Shields too weak compared to Parry, suggested fix
Post by: Troukk on February 07, 2017, 02:00:40 PM
I think the real problem here is that feats are pretty cheap in PoTM, so there's no real downside to taking parry. If we had the amount of feats that vanilla NWN offers, then the power that parry provides would come with a price.

Sadly I have no clue how this could be balanced.
Title: Re: Shields too weak compared to Parry, suggested fix
Post by: Mailbox-2100 on February 07, 2017, 02:32:12 PM
lvl cap = 16
Title: Re: Shields too weak compared to Parry, suggested fix
Post by: Bad_Bud on February 07, 2017, 02:33:43 PM
FlattedFifth, you're putting more effort into stirring up arguments than sharing ideas.

I don't see a need to introduce more "must have" feats that pigeonhole characters into fighting with only one specific set of tools. Parry is not as black and white as you make it out to be:

Parry AC takes a while to accumulate (it can take many levels to acquire skill ranks and feats), whereas using a shield is a bonus from character creation. In my experience, this +5 AC from Parry is not enough for the tougher dungeons, so characters will tend to also multiclass into a rogue-like for additional AC from Tumble, as well as investing into Expertise. The things you have to do to be effective add up over your entire character.

You will lose attack and damage by lowering other attributes to meet the intelligence requirement. You lose attack bonus from multiclassing rogue. You end up limiting your peak potential, while forcing your character to fight in only one role because the investment is so high. It's all a trade-off. Personally, I have weapon feats for both greatsword and bastard sword. I can choose a two-handed weapon or a shield, depending on the circumstance. I feel this leaves me with a higher attack bonus and damage overall.

Just because Parry is meta in some circles doesn't mean it's automatically superior. I would argue the damage bonuses on some of the crafted greatweapons are too high, especially when enchanted, but that is a separate discussion from whether or not shields are irrelevant, which they aren't.
Title: Re: Shields too weak compared to Parry, suggested fix
Post by: MAB77 on February 07, 2017, 05:50:25 PM
I appreciate your reasoning Bad Bud, but by the same logic that parry is a skill grown over time, expertise in fighting with shields should also be rewarded. Shields should remain by their nature the blocking/parry implement of choice.

As it is now, parry at its max, is as good as tower shield +2 with the added benefit of an extra attack (for 2-weapon wielders), or extra damage (for 2-handers). The best non-enchanted shields being +1, +2 vs slashing.

Yes shields can be enchanted, but not everyone is able to enchant its own shield. I'm not advocating nerfing parry, nor the hassle of adding shield feats. But shield users could maybe be allowed the bonus of the parry skill, up to a maximum of +2, to make up for what they lose in attack bonus. That would be fair.
Title: Re: Shields too weak compared to Parry, suggested fix
Post by: Iridni Ren on February 08, 2017, 12:56:51 AM
But shield users could maybe be allowed the bonus of the parry skill, up to a maximum of +2, to make up for what they lose in attack bonus. That would be fair.

The more I think about this suggestion, the better I like it.

It's nice and simple. It also seems like IRL because you can parry better with something (shield) then nothing.

I'd suggest one change because of a minor criticism. It makes the parry skill even more valuable. I think that's plenty valuable already, even if some try to say it's not OP. So I'd still require a feat (Shield Parry?) to take advantage of this and maybe bump the max then to 3.

That way spending a feat + 15 skill points in parry buys you 3 more AC from a shield by around level 9-11. Since 15 skill points in Tumble by themselves buys you a +3 AC, that doesn't seem a server breaker.
Title: Re: Shields too weak compared to Parry, suggested fix
Post by: Iluvatar / Madness on February 08, 2017, 07:56:26 AM
I appreciate your reasoning Bad Bud, but by the same logic that parry is a skill grown over time, expertise in fighting with shields should also be rewarded. Shields should remain by their nature the blocking/parry implement of choice.

As it is now, parry at its max, is as good as tower shield +2 with the added benefit of an extra attack (for 2-weapon wielders), or extra damage (for 2-handers). The best non-enchanted shields being +1, +2 vs slashing.

Yes shields can be enchanted, but not everyone is able to enchant its own shield. I'm not advocating nerfing parry, nor the hassle of adding shield feats. But shield users could maybe be allowed the bonus of the parry skill, up to a maximum of +2, to make up for what they lose in attack bonus. That would be fair.

This makes a lot of sense to me. +1 MAB
Title: Re: Shields too weak compared to Parry, suggested fix
Post by: FlattedFifth on February 08, 2017, 02:43:13 PM
What I like about giving a parry bonus to shield users is that it means that higher levels may find a heavy shield, with its -2 parry penalty, more useful than a tower shield, with its -10. That is also what I don't like about it because depending on how it's implemented, it may just make tower shields and heavy shields have the exact same ac. A lot of feats and skills spent just to save a few pounds of carrying weight.

One of the things Amon-Si and I discussed was have the training with shield be done with a different skill and a new feat, a strength based skill not affected by armor or shield penalties, but raise the number of necessary skill points by a great deal and put a +2 cap on it. We tentatively discussed +1 ac for every 10 points of discipline, but looking over available in game items I decided afterwards that 15 would be better. Still a +2 cap, though I think pure class fighters could get a bonus +1 for "free". So knightly plate-mail clad shield users could get this new feat, get skill focus discipline, and spend points and equipment slots on raising discipline. Same investment in feats and skills as parry builds, but lower offense and slightly higher defense.

Maybe.
Title: Re: Shields too weak compared to Parry, suggested fix
Post by: MAB77 on February 09, 2017, 11:02:59 PM
I must admit having completely forgot about the check penalty. I'll have to rethink the whole thing. In any case, this will be discussed among the dev team.
Title: Re: Shields too weak compared to Parry, suggested fix
Post by: dazza555 on February 10, 2017, 01:21:03 AM
A think that would be cool, is if towershields gave a percantile immunity/miss chance against all ranged attacks. They're the most effective portable arrow cover. But usually when you're being attacked by archer, you're flat footed, so don't get the full benefits of ac anyway.
Title: Re: Shields too weak compared to Parry, suggested fix
Post by: McNastea on February 10, 2017, 06:13:32 PM
I agree with Bad Bud entirely.

Parry AC doesn't become significant for quite some time, and takes a lot of skills and feats to optimize. Meanwhile, a shield user gains everything immediately, suffers no AB penalty, has the option of using higher dmg weapons. Of course a dual wielder could as well, however a solid dual wielding build would require higher dex and they would likely be using weapon finesse-adding to feats needed to maximize effectiveness while reducing dmg delivered both from lack of strength and the need to use ligher weaopns-not to mention their offhand weapon would need to be light regardless of ability build unless they wanted to suffer an even greater AB penalty.

Meanwhile, the person using a shield doesn't have to do any of that and are free to spend skill points and feats on other things-which may not be directly linked to their shield, but allow for greater defenses if they choose to take those feats. As Bad Bud already outlined it also allows them to choose a build that doesn't make them lose AB just by base progression levels in favor of the needed skill points and class skills and bonuses. All those feats sunk in to parry can be used instead for saving throw feats, energy resistance feats etc. Again, not directly linked to their shield use, but still increasing their overall defenses. I find it fairly balanced as is, and to say that parry is greater than shields is in my opinion simply not understanding how everything works together as a whole-reading lots of the arguments for adding shield bonuses I feel as if people are tunneling on the pros of parry and none of the cons. There are certainly many benifits to a parry build, but to me there are just as many to a shield build now that parry does cap in the same place a shield does.
Title: Re: Shields too weak compared to Parry, suggested fix
Post by: TheGrinningHound on February 10, 2017, 08:52:40 PM
Agreed with McNastea, which I guess agrees with Bad Bud. Hrmm. Maybe I'll change..

But let's just look at the stats. Pre-reqs, sacrifices, potentials. Please correct me if I'm missing anything, too! I'm gonna have to make a few judgments as well, so this isn't simply a representation of facts-- but hopefully it'll help, even if it brings you to a different conclusion.

Shield User:
 - Required Feat: Shield Proficiency (http://nwn.wikia.com/wiki/Shield_proficiency).
 - AC Amount: Ranges from +1 to +3 with mundane equipment. Common equipment will have +1 to +2 modifiers. Common varnishes can supply temporary +3 shield modifiers. Enchanted shields (Sacrifices of Xp/levels into item dropped upon death. While may be worth it, it is much more risky) provide permanent bonuses up to +7 against certain weapon types, though usually come to a total of +6 universally. **Important: The only scaling of AC that has to do with level pace is getting enchanted equipment which requires a specific level is met.
- Negatives:
 *Weight-- Tower Shields (45lbs). Large Shields (15lbs). Small Shields (6lbs). Weight can be a significant detriment to non-strength classes, hybrid builds, or packrats.
 *Armor Check Penalty-- Tower Shield (-10), Large Shield (-2), Small Shield (-1). This usually isn't a significant number, but the jump between tower shield and large shield is noteworthy. For builds that want to use skills such as stealth, tower shields are going to be a huge detriment to rely upon in combat.
 *Arcane Spell Failure-- Tower Shield (50%), Large Shield (15%), Small Shield (5%). This is also a pretty important figure that isn't often talked about. PoTM's UMD system counts arcane spell failure into scroll usage. Tower Shield users-- and even large shield users, have to count this potential for failure into their scroll usage, if they even elect to use them at all. This makes shields particularly troubling for classes that want to use magic (Scroll, or arcane), but also have a number of skills that they might prefer to invest in besides parry. I'm looking at you, Bards. Divine spellcasters and still spell users won't care. But arcane still spell users are still sacrificing a whole spell level in order to maintain their AC while casting.
 *Tower Shield Size Limitation-- This one is kind of weird. I hesitated even putting it, but I thought it should at least be considered. Small creatures (Halflings and Gnomes) can't use tower shields. Still, they get enough bonuses to make up for it, usually.

Summary:

For something with very little investment, shields are (And have always been) a great source of AC. Yes, pure clerics (or pure cleric friends) can help you get the most mileage out of a shield, but it's either so unreliable that it shouldn't be mentioned in balance, or so reliable that it's part of your core balance (That is, if you straight up are a cleric) and shouldn't be mentioned in consideration of balance.

While shield AC is and has been the norm for acquiring AC on characters, PoTM challenged this norm not just with the implementation of a parry AC system, but also impacted it tangentially with others. I'll list a few:
 -Low/Unavailable ability increasing items. You're not likely to find a piece of armor with +2 Strength. Ability enhancement relies almost solely upon spells and buffs. This exacerbates some of the negatives of shields, like the weight issue on non-pure-strength builds.
 - PoTM's Changed UMD System. Vanilla UMD isn't actually a skill check in the same way as most skills. It was your UMD (In intervals of 5) vs the DC of the item. If you had enough UMD to be able to use the scroll, you would simply use the scroll and succeed. By adding an actual skill check, they've made +UMD items actually useful-- but they've also made armor spell failure severely penalized, as I believe was intended. This shouldn't be forgotten when it comes to shields.




Parry Users:
Before I begin, it should be noted that there are two main groups of parry users: dual-wielders, and two-handers. There are flavor alternatives who sacrifice the strength bonus of two-handing for a single weapon, but they know what they're missing out on (And the fact that it's still even viable is one of the biggest hallmark's of the parry system, end-stop).

Basic Requirements:
 - Skill Selection, and/or +parry equipment. The skill is dex-based, and available to most if not all combat classes as a class skill.
 - AC Amount: +1 AC to a maximum of +5 for every *modified* 5 points of parry. Maximum AC of +7 with feats: Two-Weapon Defense, and Improved Two-Weapon Defense*. This requires a dexterity of 17+ to reach +7. While modified parry is technically lowerable with things like curse song, it's pretty much a consistent, regular device that is best considered permanent as soon as you draw both weapons.
 - For Two-Handers, Improved Parry (Which also helps you get closer to the amount needed to maximize).

Benefits:
 - Lightweight option.
 - +5 AC at maximized score, but minimal investment of simply a skill point per level.
 - Offhand can be used for weapons or auxiliary items like palantirs.
 - Flexibility. You can still always use a shield if it's better for a situation, but whether you're one-handing, two-handing, or dual-wielding you have tons of options.
 - Massive two-handed damage while still having the AC of a fully buffed shield.

Drawbacks:
 - To reach the most AC with a value of +7, you're going to need a dex score of 17 and invest two feats on top of the basic requirements.
 - Lower AB from dual-wielding (Often still favored due to higher DPS).
 - To maximize benefits of dual-wielding damage, you'll often consider taking a total of 4+ feats. (Ambidexterity, Two Weapon Fighting, Two Weapon Defense, Improved Two Weapon Defense, Improved Two Weapon Fighting.) Builds that feature the best use of dual-wielding have dual-wielding as a literal pillar of their mechanical setup (Even on a high feat count server like PoTM), compared to the easier build investment of shields.
 - Two-handing strength builds often find themselves a little more restricted, or slower to arrive at their full benefit of basically monkey-gripping (Two-handing while maintaining good shield benefits). They might be forced to wear lighter armor, like Chainmail, in order to more reasonably hit their marks.

Summary:
Parry does what it set out to do. It creates viable options for alternative weapon sets that would have literally never seen the light of day, except for people who willfully knew they were bad, but accepted the ostracizing from their peers. Dual-wielding is in an okay spot. I think that if dual-wielders were going to dual-wield, they were going to do it whether or not they had the parry AC system. The extra APR and damage is just that good. Helping them out by supplying them AC is a good move to help dex-builds in a low magic item server. Two-Handers are more the problem child, however. The small difference between AC is often too severely mitigated by the crushing damage that comes not only the 1.5x strength modifier, but also from the bigger weapon category (Base damage, bonus properties). As well as gimmicky Improved Disarm bonuses. Two-handers were always good, now they're great. In fact, better than most same-strength sword-board builds-- especially in later levels.

This doesn't mean that shields are simply out of the metagame, or out of all of our builds.

But it does mean that if you're a pure-strength fighter or barbarian, it'll probably do you better than a sword and board. But outside of antagonize, discipline, cross-classing rogue skills, and -maybe- concentration, the fighter or barbarian never really had to struggle to consider taking parry. Ever. The people who do consider shields are builds that are feat and skill starved, or builds that have hybrids between Str/Charisma, or Str/Dex (Rangers). Paladins who have a demanding regimen of feats to get the most of out their charisma (Power Attack, Divine Might, Divine Shield, Extra Turning*, Extend Spell*). Bards who have not only a demanding set of feats (Lingering Song, Extra Song, Curse Song, Extend Spell, Still Spell), but also have a huge amount of available skills with very few ways to get all the goodies. Bards can go in sooo many directions, from the combat buffer/debuffer, to the master sleuth, to the socialite, to the stealth. Parry as a skill can be unforgiving in tight builds.

So shields do still exist. It's just that if you're a straight and simple fighter-- yeah, you're probably gonna wish you went two-hander by the time you're level 12+.



There are probably some cool ways to encourage more versatility among pure strength builds, still, and I think the OP has the right start. Maybe even consider combat moves that lower a target's parry score. Also, if you're gonna work on shields at all-- see if you can try to stretch to make small shields niche and useful in their own way. Ultimately, though, you can always balance shields by simply creating better shields in the lootbin that can help offset some of the negatives or encourage people to consider switching.


Title: Re: Shields too weak compared to Parry, suggested fix
Post by: Night of Reod on February 10, 2017, 09:32:12 PM
 Good summary overall, though I do have a one objection. I fail to see how 5.5 damage per hit is a crushing difference, and that is assuming a strength of 24 and comparing enchanted bastard sword against an enchanted greatsword. If we compare an enchanted longsword, the difference would be 7.5 damage per hit. Definitely significant, but I wouldn't consider it crushing, especially since it is at the cost of 1 AC, 2 AC until at least level 15 or so, without access to +4 shield AC on a towershield from a cleric spell. As I discussed before, 1 point of AC is roughly equal to 20% of damage immunity or more in most situations, and of course shields don't have the feat and parry requirement.

 Otherwise, I mostly agree with the summary, and also the introduction of more shields as loot, as well as a way to make small and large shields more relevant. They still have a small niche, but they could definitely be more relevant.
Title: Re: Shields too weak compared to Parry, suggested fix
Post by: TheGrinningHound on February 10, 2017, 11:57:13 PM
It's not just the 5.5 damage difference for base damages. Because the weapon is in the Large category, compared to a weapon in the Medium category, it's going to get larger bonuses on properties as well when enhancing. d8's vs d6's, etc, etc. Plus, the primary critical hit damage is going to be twice that number too.

Without including other size category bonuses on the weapon that are going to give it more punch, with the same hits landed you could be doing anywhere from 5-40+ more damage a round.


Edit: That number alone might not look significant, but it's also essentially a 50% increase in damage output, with higher critical hit spikes; all traded for 1-2 AC.
Title: Re: Shields too weak compared to Parry, suggested fix
Post by: Night of Reod on February 11, 2017, 12:35:09 AM
My numbers include all that.

1d12+1d8+1d8 from enchanted greatsword, +10 from str modifier, comes up to 25.5 damage per hit on average

1d10+1d6+1d6 from enchanted bastard sword, +7 from str modifier, comes up to 19.5 damage per hit on average

 I was assuming +4 weapon enhancement for my previous calculation, which brings the damage difference down to 5.5 damage per hit on average. Also do keep in mind that you are likely to have a varnish or a spell such as sonic weapon/darkfire on your weapon, which does effect all weapons the same way. Overall, it is around 30% with no other factors, and weapon enhancement and spells such as darkfire do push the percentage down.

 The overall figure including common spells would likely come up to 25% increased damage for the two handed weapon, and 20% to 50% effective damage immunity and two extra feats and 20 skill points for the sword and board. Of course, if you are forcing your enemies to roll natural 20s to hit you already, then you get no benefit from the AC, but that is often hard to do, and I believe impossible to do for end game content, without the usage of expertise and improved expertise feats, and the extra AC might be the difference between having to use expertise or not.
Title: Re: Shields too weak compared to Parry, suggested fix
Post by: TheGrinningHound on February 11, 2017, 12:59:07 AM
Unless they changed the base damage of greatswords on PoTM (They might have, I don't play 'em!), they'd be 2d6. Anyway, here's a more comprehensive link using a Greatsword and a Longsword as an example. NWN Damage Calculator: Greatsword vs Longsword  (http://www.afterlifeguild.org/Thott/nwn/analyze.php?1label=Greatsword&1game=nwn&1bab=0&1atktype=2h&1phd=2d6%2B1d8%2B1d8&1phth=0&1phthreat=19-20%2Fx2&1phxcrit=&1ohd=1d4&1ohth=0&1ohthreat=18-20%2Fx2&1ohxcrit=&1str=24&1dex=10&1sneakpct=0&1sneakd=1d6&1aoopct=0&1cleavepct=0&1circlekickpct=0&2label=Longsword&2game=nwn&2bab=&2atktype=1h&2phd=1d8%2B1d%2B1d6&2phth=&2phthreat=19-20%2Fx2&2phxcrit=&2ohd=&2ohth=&2ohthreat=&2ohxcrit=&2str=24&2dex=&2sneakpct=&2sneakd=&2aoopct=&2cleavepct=&2circlekickpct=&report=on&maxac=40)

If you're gonna use a bastard sword, you have to account that for an upgrade from 1d8 to 1d10 you're spending a feat, which puts you at the same feat deficit (Improved parry vs Exotic Weapon Proficiency). Though bastard sword does close the gap a little more, it'd be basically the equivalent of choosing Armor Skin and ASF failure and weight vs Epic Weapon Specialization.

But it still doesn't ever stop the two-hander from deciding he wants 2 more AC in a situation, and switching to a shield-- while a sword and board wouldn't have that same luxury of switching to suddenly parry two-hander without investing in the first place.

Title: Re: Shields too weak compared to Parry, suggested fix
Post by: Night of Reod on February 11, 2017, 01:59:55 AM
Unless they changed the base damage of greatswords on PoTM (They might have, I don't play 'em!), they'd be 2d6. Anyway, here's a more comprehensive link using a Greatsword and a Longsword as an example. NWN Damage Calculator: Greatsword vs Longsword  (http://www.afterlifeguild.org/Thott/nwn/analyze.php?1label=Greatsword&1game=nwn&1bab=0&1atktype=2h&1phd=2d6%2B1d8%2B1d8&1phth=0&1phthreat=19-20%2Fx2&1phxcrit=&1ohd=1d4&1ohth=0&1ohthreat=18-20%2Fx2&1ohxcrit=&1str=24&1dex=10&1sneakpct=0&1sneakd=1d6&1aoopct=0&1cleavepct=0&1circlekickpct=0&2label=Longsword&2game=nwn&2bab=&2atktype=1h&2phd=1d8%2B1d%2B1d6&2phth=&2phthreat=19-20%2Fx2&2phxcrit=&2ohd=&2ohth=&2ohthreat=&2ohxcrit=&2str=24&2dex=&2sneakpct=&2sneakd=&2aoopct=&2cleavepct=&2circlekickpct=&report=on&maxac=40)

If you're gonna use a bastard sword, you have to account that for an upgrade from 1d8 to 1d10 you're spending a feat, which puts you at the same feat deficit (Improved parry vs Exotic Weapon Proficiency). Though bastard sword does close the gap a little more, it'd be basically the equivalent of choosing Armor Skin and ASF failure and weight vs Epic Weapon Specialization.

But it still doesn't ever stop the two-hander from deciding he wants 2 more AC in a situation, and switching to a shield-- while a sword and board wouldn't have that same luxury of switching to suddenly parry two-hander without investing in the first place.



 The values in the calculator are entered wrong, the bastard sword is listed as 1d10+1d+1d6, which should be 1d10+1d6+1d6. Also, in some cases, such as bards, druids or clerics, there is no difference between martial or exotic proficiency in terms of feats spend. And even then, most two handed weapon builds, especially those with high str, will be wearing heavy armor and you will need skill focus: parry as well to max out your AC. Also, carrying a shield and a one handed weapon around does nullify one of the advantages of two handed weapon, namely the decreased weight. It is even heavier to carry around a two handed weapon, a one handed weapon and a shield.

 You will also lose a point of AB unless you invest in a weapon focus feat for a one handed weapon, assuming you have weapon focus for your two handed weapon, which you most likely do.
Title: Re: Shields too weak compared to Parry, suggested fix
Post by: TheGrinningHound on February 11, 2017, 08:25:26 AM
I specifically chose longsword vs greatsword in those calculations (I even labeled them as such). That's the fullest comparison between no investment one-handed shield fighter and a minimal investment two-hander. Comparing it to bastard sword is okay, but not exactly the best example because you still have to be choosing a separate feat for it, as I said. There's a smaller difference between great sword and bastard sword (6 dmg) and about a 10pt difference between its counterpart the longsword, sure. But there's also zero difference in minimal total feat investment if you're choosing exotic.
Title: Re: Shields too weak compared to Parry, suggested fix
Post by: Night of Reod on February 11, 2017, 11:51:38 AM
 Ah, didn't notice it was longsword, my bad, though my point still stands as to values being entered  wrong. The calculation would look something like this, if we must use the website.

https://goo.gl/r3stcD (https://goo.gl/r3stcD)

 In that example, greatsword does 50% more damage than a longsword. If we add in a Darkfire spell;

https://goo.gl/QJfTe7 (https://goo.gl/QJfTe7)

 Then the damage increase goes down to 41%. And just so we have all the numbers, this is what it looks like if we add in weapon specialization:

https://goo.gl/CuF3ZV (https://goo.gl/CuF3ZV)

 Which is 37% more damage on the greatsword's part.

 I still think, however, a bastard sword is a more fair comparison, since we are comparing the AC one gets from shield to the damage potential, and it is up to the individual to decide if the extra damage is worth the exotic proficiency or not. So here are the numbers for bastard sword, using the website again:

https://goo.gl/OxuobL (https://goo.gl/OxuobL)

 In which case, the greatsword does 30% more damage than the bastard sword. Let's add in Darkfire/Sonic Weapon to be on the same page as previous calculations:

https://goo.gl/4M0i8E (https://goo.gl/4M0i8E)

 With the addition, the greatsword does 26% more damage this time. And with weapon specialization:

https://goo.gl/eIl6Nh (https://goo.gl/eIl6Nh)

 With weapon spec, the value moves to 24% more damage damage.


 So comparing a greatsword and a bastard sword, which is likely the most accurate values for comparing two hander damage and AC to sword and board damage and AC, in its base form, we get:

-For two hander: 30% increased damage, less to carry

-For sword and board: 20% to 50% effective damage immunity, an extra feat, 20 extra skill points. (I would add the freedom to dump int, but it is likely you want that for expertise in the first place so I am just giving it a honorable mention)

 And a two handed weapon user switching to sword and board for a specific instance would have the cons of:

-Having even more to carry than a regular sword and board build, loss of 1 ab unless the user is willing to invest in an extra feat, loss of crit range unless the user is willing to invest in an extra feat, more things to enchant since most people are of the opinion that relying on varnishes doesn't really count.

 Considering all these values in mind, it still looks like a fair trade to me, but I would like to get your on input on the matter as well.

 
Title: Re: Shields too weak compared to Parry, suggested fix
Post by: TheGrinningHound on February 11, 2017, 03:46:47 PM
Here's a better comparison of the two:

Two-Hander: 30-50% increased damage, far less arcane spell failure, no skill check penalty associated from offhands, . In exchange for a minimum of 1 well-invested skill, and Improved Parry (That's one feat). May require additional items or feats to improve modified parry score-- but not necessarily required.

Sword and Board: With no investment, can maintain a higher AC by 2. With exotic weapon proficiency (One feat), can lower gap between weapon damage by about half. At highest AC, is ~45lbs standard heavier, +50% arcane spell failure, -10 armor skill checks.


And that's probably the most reasonable comparison. It comes down to the difference of one feat and one skill point/level if Greatsword vs Longsword, or zero difference in feats and one skill point/level if Greatsword vs Bastard sword.


That being said, I also decided to do a new damage calculator that gave me some interesting results. I wanted to see who'd win out (Statistically) in a fight between a Greatsword wielder and a bastard sword wielder. In order to do this, I gave them the same feats, except that I modified the attack bonus by (-2) for the greatsword wielder, to pit them against each other. This number basically will show how the AC advantage of the Sword/Board wielder impacts them at different amounts of AC. The two scores are lvl 14 fighters, 24 strength, improved crit, weapon spec, and enchanted weapons.

The Results: Greatsword wielder vs Bastard sword wielder! (http://www.afterlifeguild.org/Thott/dnd/analyze.php?1label=Two-Hander+%28Greatsword%29&1game=nwn&1bab=14&1atktype=2h&1phd=2d6%2B1d8%2B1d8&1phth=-2&1phthreat=19-20%2Fx2&1phxcrit=&1phfocus=on&1phspec=on&1phcrit=on&1ohd=1d4&1ohth=0&1ohthreat=18-20%2Fx2&1ohxcrit=&1str=24&1dex=10&1sneakpct=0&1sneakd=1d6&1aoopct=0&1cleavepct=0&1circlekickpct=0&2label=Sword%2FBoard+%28Bastard+Sword%29&2game=nwn&2bab=14&2atktype=1h&2phd=1d10%2B1d6%2B1d6&2phth=&2phthreat=19-20%2Fx2&2phxcrit=&2phfocus=on&2phspec=on&2phcrit=on&2ohd=&2ohth=&2ohthreat=&2ohxcrit=&2str=24&2dex=&2sneakpct=&2sneakd=&2aoopct=&2cleavepct=&2circlekickpct=&report=on&maxac=40)

What you'll find is that it's actually not all that much of a difference. The Greatsword is going to be much better against lower AC opponents, because with every hit it does more damage. But because the Sword and Board has more AC, there's a certain point in which the Greatsword wielder has to start rolling 20's to hit, and he arrives at this point faster than the Sword and Board does against the Greatsword wielder (It's a narrow window, however). Then, 2 points of mutual AC growth later, when both combatants are fishing for 20's, the greatsword starts to take the lead again, but only by a small amount.

The result is that actually, when pitted against each other, and given the ability of both sources to buff to large AC, there's really very little difference. The only difference starts to become weight, arcane spell failure, and investing a skill point/level. Two-handers will, however, statistically (And by no small margin) outshine the Sword/Board wielder if the Greatsword wielder's AB is threatening enough against the Sword/Board's AC (ie: Anywhere from 12-20 contacts). This might be why we tend to see Two-Handers win unbuffed combatant tournaments.



Title: Re: Shields too weak compared to Parry, suggested fix
Post by: Night of Reod on February 11, 2017, 04:15:35 PM
 I would agree with the statement that there is, in fact, not much difference. Which is why I am advocating that there is no need for giving shield users more AC, or damage immunity. I believe things are, whilst not perfect, sufficiently balanced for the time being and introducing more AC to shield users will disrupt that balance in a negative manner.

 Also please do keep in mind that divine scrolls are not affected by UMD, and that includes any scroll that can be cast by a divine casting class. That means more than less, I would even estimate around 30%, of the scrolls are actually affected by armor failure. Furthermore, you can, in most situations, use these scrolls before putting on your armor and shield, which works around the issues of arcane spell failure. While it won't let you use an arcane scroll in the middle of combat, it by no means excludes arcane scrolls from being a possibility. This is mostly an irrelevant point, but I did want to point it out.

 As a small nitpick, I don't believe there is a way to get to 25 parry while wearing full plate armor without the help of both a lucky empowered cat's grace spell (+6 to dex at least) and gloves of swordsplay, and even with those two only at level 19, which makes skill focus: parry a staple of many two handed builds.

 As a finishing statement, looking at the all the numbers, comparisons, I still think there is no need to give more AC to shield users. I do think feats or some other means of making small and light shields more relevant would be welcome, and I would be in favor of feats for shield users that focus on more utility and less direct power, such as a bonus to discipline checks.
Title: Re: Shields too weak compared to Parry, suggested fix
Post by: FlattedFifth on February 13, 2017, 02:48:15 PM
Actually, an incorrect comparison there. You forgot that  in order to have that +2 AC vs a two-hander, the character has to permanently loose xp to enchant the shield, and then risk loosing the shield if he/she dies. Otherwise the shield user's AC is less by 1. So it's not "no investment". Also, that investment just brings the "sword and board" up to the SAME ac as someone with parry and improved two weapon defense, something a fighter, or better yet, fighter rogue, can very easily accomplish.

Let the shield user spend skills and feats to get up to the same ac as two weapon users, without resorting to magic. Then if he/she does resort to magic and winds up with a bit more defense.....   gee..... you mean you'd have a situation where you can either loose offense in exchange for defense or loose defense in exchange for offense? Wow, what a novel concept. :roll:
Title: Re: Shields too weak compared to Parry, suggested fix
Post by: Night of Reod on February 13, 2017, 03:08:29 PM
Actually, an incorrect comparison there. You forgot that  in order to have that +2 AC vs a two-hander, the character has to permanently loose xp to enchant the shield, and then risk loosing the shield if he/she dies. Otherwise the shield user's AC is less by 1. So it's not "no investment". Also, that investment just brings the "sword and board" up to the SAME ac as someone with parry and improved two weapon defense, something a fighter, or better yet, fighter rogue, can very easily accomplish.

Let the shield user spend skills and feats to get up to the same ac as two weapon users, without resorting to magic. Then if he/she does resort to magic and winds up with a bit more defense.....   gee..... you mean you'd have a situation where you can either loose offense in exchange for defense or loose defense in exchange for offense? Wow, what a novel concept. :roll:

 Regular shields do get you to +5 AC against around 90% of the damage you encounter, and +4 otherwise. It takes a long time for a two handed weapon user to get to +5 AC, especially without equipping Gloves of Swordplay, which of course means you have to choose between using a situationally more useful gloves item, such as the Bracelet of Magic Resistance, against having more AC. Furthermore, we already discussed varnishes. In any realistic situation, the shield user should never have less AC than a two handed weapon user, if they do it is more player error than anything else.
Title: Re: Shields too weak compared to Parry, suggested fix
Post by: Nemesis 24 on February 13, 2017, 03:15:02 PM
With regards to the enchanted shield, and being lost.

I admit I got my shield enchanted.  The xp cost was 15k, so I haven't done it until just towards the tail end of lvl 19.  But I must admit something.  That's the same shield I've had since level 4, over two years ago.  I've lost gear before to bugs, but if you screenshot it the DM's will help you out.  I've not had my gear stolen however, in all my two and a half years of playing.

Touch wood though.

As for 'permanently' losing xp, that's incorrect.  You cannot lose what is in effect an infinite resource.  I've spent 46k xp on enchanting my gear, and I've got a bit to go yet, another 10k or so.  I've then gone and done what everyone else does, and made it back.  It takes a lot of time, sure!  But its a resource that never stops ticking over, even if its just by RP.  Saying its gone forever isn't accurate.  It is in effect like spending gold.  Hard earned, well won, but its there to be spent.
Title: Re: Shields too weak compared to Parry, suggested fix
Post by: ClaimingLight on April 15, 2017, 04:54:10 PM
Ok, allow me to establish some premise points before I make my point:

• 5 skill points can buy you +1 to all spell saves (with Spellcraft) or +1 to AC (with Tumble).
• 1 Feat can buy you +1 to all saves (With Luck of Heroes) or +1 to AC (with Dodge).
• For these points of parity and other unstated ones, we could say that:
     • 1 Feat = 5 Skill Points = 1 AC = 1 to All Saves
     • Let's create a fake currency called Character Points (cp) as a stand in for that equality.

Now some intermediary points:
• A common large shield offers 2 AC, (2 character points) but requires a feat to utilize (-1 cp).
• 10 Points in Parry offer 2 AC (2 cp) but require ten skill points to utilize (-2 cp).
• 10 Points in Tumble offers 2 AC (2 cp), but requires ten skill points to utilize (-2cp).

On the surface, this seems to make Parry and Tumble less attractive options than a shield. But, of course, you know there's more to it than that. An investment in Parry will offer you:

• 10ish fewer units of pack weight utilized than with a large shield.
• No armor check penalty.
• No spell casting failure.
• An empty off hand, employable for other weapons or devices (destroying the D&D balancing act for handedness, around which offense vs. defense and class balance is
 oriented).
• Parry isn't dropped on death.
• Parry has no money cost and doesn't need to be found.

Can we really say that -all- of these bonuses combined are equivalent to one CP? If you had an available feat in the game that offered all of those advantages (-10% spellcastng failure, +2 to ACP skills, +1 Hands, +10 pack limit), wouldn't it become absolutely mandatory for everyone to take? And is that not the essential definition of an overpowered character option?

But here, we're using a Large Shield for a comparison. Consideration of a common Tower Shield deeply exacerbates the trouble. And, at higher levels, the notion that you may eventually surpass the primary benefits of the shield, continue to reap the fringe benefits, and actually win-out on a cost-to-benefit scale with your CP expenditures is increidbly difficult to justify.

The conclusion here is obvious, I think. Either parry needs a dramatic change or shields do.



*************************
Now, as to what the change should be? I may have an idea or two. But I don't want to poison the conclusion. Thoughts?
Title: Re: Shields too weak compared to Parry, suggested fix
Post by: Mereyn on April 15, 2017, 05:19:20 PM
Although I find your presentation to be quite biased into the path of "one needs to have either, but always the best",
I do agree in the point that shields should get some feats that offer utility at least. If possible, that is.
But in actuality, if we have to resort to needlessly complex explanations to say that one is far superior or inferior to another
way to build your character, I somehow can't shake the feeling that the problem lies much deeper -- in the fact that it appears
we are forced to take the better option (or else our characters end in the gutter). I share that thought, but have been, as it stands, proven wrong.
People are very successful at utilizing what they're given, considering that this server provides difficulty in strange ways.
Title: Re: Shields too weak compared to Parry, suggested fix
Post by: ClaimingLight on April 15, 2017, 05:28:25 PM
Sure, there's always room for characters who choose to build sub-optimally (no irony intended. :)  )

But when discussing matters of game balance (in the Gameplay Balance subforum, no less), sub-optimal choices don't require accounting. I could, for instance, choose to play as a Fighter who refuses to wear armor. But that sort of character doesn't require accounting in a balancing sense.

Further, I thought I'd add that balancing discussions are always going to be complicated by analytics. You can't get anywhere past "IMO" stuff otherwise.
Title: Re: Shields too weak compared to Parry, suggested fix
Post by: BahamutZ3RO on April 15, 2017, 05:40:59 PM
Most of my attempts at one or the other have shown that parry and shields are both pretty much equally good. A person in full plate doesn't have to expend the feats or the dexterity to make the build work and they have a higher ab and damage. Also, Magic Vestment applies a separate AC buff to armor and shields, giving you a potential of +7 AC on a tower shield alone.
Title: Re: Shields too weak compared to Parry, suggested fix
Post by: Night of Reod on April 15, 2017, 05:46:34 PM
Ok, allow me to establish some premise points before I make my point:

• 5 skill points can buy you +1 to all spell saves (with Spellcraft) or +1 to AC (with Tumble).
• 1 Feat can buy you +1 to all saves (With Luck of Heroes) or +1 to AC (with Dodge).
• For these points of parity and other unstated ones, we could say that:
     • 1 Feat = 5 Skill Points = 1 AC = 1 to All Saves
     • Let's create a fake currency called Character Points (cp) as a stand in for that equality.

Now some intermediary points:
• A common large shield offers 2 AC, (2 character points) but requires a feat to utilize (-1 cp).
• 10 Points in Parry offer 2 AC (2 cp) but require ten skill points to utilize (-2 cp).
• 10 Points in Tumble offers 2 AC (2 cp), but requires ten skill points to utilize (-2cp).

On the surface, this seems to make Parry and Tumble less attractive options than a shield. But, of course, you know there's more to it than that. An investment in Parry will offer you:

• 10ish fewer units of pack weight utilized than with a large shield.
• No armor check penalty.
• No spell casting failure.
• An empty off hand, employable for other weapons or devices (destroying the D&D balancing act for handedness, around which offense vs. defense and class balance is
 oriented).

Can we really say that -all- of these bonuses combined are equivalent to one CP? If you had an available feat in the game that offered all of those advantages (-10% spellcastng failure, +2 to ACP skills, +1 Hands, +10 pack limit), wouldn't it become absolutely mandatory for everyone to take? And is that not the essential definition of an overpowered character option?

But here, we're using a Large Shield for a comparison. Consideration of a common Tower Shield deeply exacerbates the trouble. And, at higher levels, the notion that you may eventually surpass the primary benefits of the shield, continue to reap the fringe benefits, and actually win-out on a cost-to-benefit scale with your CP expenditures is incredibly difficult to justify.

The conclusion here is obvious, I think. Either parry needs a dramatic change or shields do.

 First of all, you are representing the value of a "cp" wrong. The Dodge feat has a requirement of 13 dexterity which makes it less attractive than you make it out to be, and it is not equivalent to +1 AC unless you are fighting against a single opponent, as it is only effective against a single opponent. If you are fighting a group, then it is effective only against your primary target, which is the least dangerous opponent as the others get +2 to ab from flanking unless you are a Dwarven Defender. As for the Luck of Heroes feat, it is only available at level one and once for every character, which makes it weaker than you make it out to be. Also, spellcraft and tumble are not class skills for every class but parry is.

 As for the comparison, you need to have 15-20 points in parry to get the equivalent of a crafted large shield which means at least 3 cp following your reasoning. And even then, spell failure doesn't have the same value for everyone, and neither does ACP skills, and I can't think of any offhand items that can make a big difference off the top of my hand, and even those that can be useful such as servant candle and lamp of revealing have alternatives that are more convenient to use such as an amulet or dust of revealing. Furthermore, ACP applies to the parry skill so unless you are using light armor, which requires you to have high dex to be effective, you need feats to counteract the ACP penalty from your armor, usually two of  them, which amounts to at least 4 cp difference. If we also consider that most classes that would use a shield get the shield feat for free, I believe we are looking at a 5 cp difference between a crafted large shield and parry and you need to have levels under your belt to get 15 parry while you can have a shield starting from level 2 and apply varnishes to it starting from level 2.

 And again, this cp system in this example is not even taking tower shields, varnishes, spells and enchanting nor the fact that you need levels to get the AC from parry into account, which does matter when it comes to the overall balance of the game, but more importantly, the values you base your "cp" concept and the argument that follows are lacking. I would be interested to see this "cp" concept corrected for the points above, and likely others that I am missing, as a medium to discuss AC related matters however, if it is even feasible to do so.
Title: Re: Shields too weak compared to Parry, suggested fix
Post by: ClaimingLight on April 15, 2017, 06:19:36 PM
Hi! Thanks for taking the time. I will now proceed to gut your arguments. :D

The Dodge feat has a requirement of 13 dexterity which makes it less attractive than you make it out to be....
and it is not equivalent to +1 AC unless you are fighting against a single opponent....
As for the Luck of Heroes feat, it is only available at level one and once for every character...

I avoided these nitpicks in the favor of someone with a counter-argument. In truth, it only serves to show that Dodge may, in fact, be worth less than 1 CP. Embracing the points you mention necessitates our acceptance that the other options are even more economically superior.

Also, spellcraft and tumble are not class skills for every class but parry is.

My takeaway here is that you feel that Parry should be a class skill for only some classes. Like Fighters. If that wasn't your intention, perhaps it's still a reasonable place to start fixing this problem?

You need to have 15-20 points in parry to get the equivalent of a crafted large shield which means at least 3 cp following your reasoning.

When considered against the perpetual need for rogues to invest in Open Lock, Disable Trap, Search, Tumble, and others to remain relevant as they increase, I fail to see your point. The AC bonuses they'd acquired up to their present level don't go away- they just allow for continual reinforcement. Just as with any developing character's skills and abilities. My main character has something like ten ranks in Open Lock. By PnP standards I could get a job as a King's vault-smith. But a common bandit's chest in Barovia may still cause me problems. That's just the nature of the beast. I still receive the benefit of my investments-- but more are required if I want them to remain relevant.

And even then, spell failure doesn't have the same value for everyone, and neither does ACP skills.
The largest benefactors of this balancing issue aren't those who might otherwise have used a shield. It's those who wouldn't have. A wizard and a rogue should not have Shield ACs that are equivalent to a Fighters. Or, if you contend that they should, then we should not have fighters. This feels akin to saying that Wizards should be allowed to have heavy armor because not all characters are concerned about spell failure chances.

Furthermore, ACP applies to the parry skill so unless you are using light armor, which requires you to have high dex to be effective, you need feats to counteract the ACP penalty from your armor, usually two of  them, which amounts to at least 4 cp difference.
I do not agree that these feats are necessary. A wizard, rogue or monk wouldn't have need of them. But if you're specifically talking about a heavy armor wielding Fighter, than this strikes me as a good thing. Further, "4" is an invented number. A feat is worth 1 CP. Two feats are therefore worth 2.
Added: But, if you're including the cost of the Parry skill itself, recall that we've already established its value against the cost of the shield's benefit. This argument would then hazard double jeopardy on the CP costs, if you follow me.

If we also consider that most classes that would use a shield get the shield feat for free,
It isn't free- it costs a class. This is something like saying that most people who fight unarmed get the unarmed combat feat for free.

As for the comparison, you need to have 15-20 points in parry to get the equivalent of a crafted large shield which means at least 3 cp following your reasoning.
This is a false equivalency that fails to account for the burgeoning list of advantages that Parry offers detailed above.

And again, this cp system in this example is not even taking tower shields,
To your advantage. A -10 ACP and 50lbs are even harder problems to overcome.

varnishes, spells and enchanting
To your advantage. These require other forms of investment, whether through money, class levels or XP, still cost weight, still don't allow for increased offense and... still violate all of my opening premises.

nor the fact that you need levels to get the AC from parry into account,
The same can be said for the aforementioned varnishes, spells, enchanting and indeed the quality level of shields themselves. AC tends to increase as you gain levels. There's nothing unusual about that.
Title: Re: Shields too weak compared to Parry, suggested fix
Post by: Legion XXI on April 15, 2017, 06:37:27 PM
I think shields and parry are pretty fine as is.  Parry is better, but it requires investment in skill (and feats too if you're using a 2 handed weapon).  Also there's a ton of other things to consider when choosing between the two- they're not all equally viable across every build and situation so just comparing hard numbers is only half the argument.  Not to mention certain shields that give things like saves bonuses, resistance to elemental damages, or other situational bonuses that parry can't give.

I'm not really following the technical debate at this point, it seems to be getting pretty out there and people are assuming a lot of things about the situation and opposing arguments.  Also kind of 'dressing things up' to look more in their favor than they are.  Sort of defeats the point of all that work in my eyes.

Though I feel like the fact that I see people walking around with shields ALL the time sort of highlights that Parry isn't the only possible option that far outshines everything else with minimal drawbacks.
Title: Re: Shields too weak compared to Parry, suggested fix
Post by: ClaimingLight on April 15, 2017, 06:39:52 PM
I'm not really following the technical debate at this point,

Oh. Oh, ok.   :lol:

Everyone is entitled to their own opinion and observations. But not to their own facts. It's my intention to deal in the latter as best we can.

But to your observation that shields are fairly common: sure, they're used at times. I happen to use one, myself. But that's where a good deal of my passion comes from. Were I not such an enemy of character rerolling, I'd be sorely tempted to go the other way. The advantages are just too amazing to ignore.
Title: Re: Shields too weak compared to Parry, suggested fix
Post by: Deadbeat on April 15, 2017, 06:54:58 PM
I'm not really following the technical debate at this point,

Oh. Oh, ok.   :lol:

(https://cdn.meme.am/cache/instances/folder972/30996972.jpg)
Title: Re: Shields too weak compared to Parry, suggested fix
Post by: Chaoshawk on April 15, 2017, 07:00:06 PM
There's a way to have a conversation about this without being snarky and rude to one another. Let's stay excellent to one another!
Title: Re: Shields too weak compared to Parry, suggested fix
Post by: Night of Reod on April 15, 2017, 07:05:26 PM
Hi! Thanks for taking the time. I will now proceed to gut your arguments. :D

The Dodge feat has a requirement of 13 dexterity which makes it less attractive than you make it out to be....
and it is not equivalent to +1 AC unless you are fighting against a single opponent....
As for the Luck of Heroes feat, it is only available at level one and once for every character...

I avoided these nitpicks in the favor of someone with a counter-argument. In truth, it only serves to show that Dodge may, in fact, be worth less than 1 CP. Embracing the points you mention necessitates our acceptance that the other options are even more economically superior.

Also, spellcraft and tumble are not class skills for every class but parry is.

My takeaway here is that you feel that Parry should be a class skill for only some classes. Like Fighters. If that wasn't your intention, perhaps it's still a reasonable place to start fixing this problem?

You need to have 15-20 points in parry to get the equivalent of a crafted large shield which means at least 3 cp following your reasoning.

When considered against the perpetual need for rogues to invest in Open Lock, Disable Trap, Search, Tumble, and others to remain relevant as they increase, I fail to see your point. The AC bonuses they'd acquired up to their present level don't go away- they just allow for continual reinforcement. Just as with any developing character's skills and abilities. My main character has something like ten ranks in Open Lock. By PnP standards I could get a job as a King's vault-smith. But a common bandit's chest in Barovia may still cause me problems. That's just the nature of the beast. I still receive the benefit of my investments-- but more are required if I want them to remain relevant.

And even then, spell failure doesn't have the same value for everyone, and neither does ACP skills.
The largest benefactors of this balancing issue aren't those who might otherwise have used a shield. It's those who wouldn't have. A wizard and a rogue should not have Shield ACs that are equivalent to a Fighters. Or, if you contend that they should, then we should not have fighters. This feels akin to saying that Wizards should be allowed to have heavy armor because not all characters are concerned about spell failure chances.

Furthermore, ACP applies to the parry skill so unless you are using light armor, which requires you to have high dex to be effective, you need feats to counteract the ACP penalty from your armor, usually two of  them, which amounts to at least 4 cp difference.
I do not agree that these feats are necessary. A wizard, rogue or monk wouldn't have need of them. But if you're specifically talking about a heavy armor wielding Fighter, than this strikes me as a good thing. Further, "4" is an invented number. A feat is worth 1 CP. Two feats are therefore worth 2.
Added: But, if you're including the cost of the Parry skill itself, recall that we've already established its value against the cost of the shield's benefit. This argument would then hazard double jeopardy on the CP costs, if you follow me.

If we also consider that most classes that would use a shield get the shield feat for free,
It isn't free- it costs a class. This is something like saying that most people who fight unarmed get the unarmed combat feat for free.

As for the comparison, you need to have 15-20 points in parry to get the equivalent of a crafted large shield which means at least 3 cp following your reasoning.
This is a false equivalency that fails to account for the burgeoning list of advantages that Parry offers detailed above.

And again, this cp system in this example is not even taking tower shields,
To your advantage. A -10 ACP and 50lbs are even harder problems to overcome.

varnishes, spells and enchanting
To your advantage. These require other forms of investment, whether through money, class levels or XP, still cost weight, still don't allow for increased offense and... still violate all of my opening premises.

nor the fact that you need levels to get the AC from parry into account,
The same can be said for the aforementioned varnishes, spells, enchanting and indeed the quality level of shields themselves. AC tends to increase as you gain levels. There's nothing unusual about that.



Alright...:

"When considered against the perpetual need for rogues to invest in Open Lock, Disable Trap, Search, Tumble, and others to remain relevant as they increase, I fail to see your point. The AC bonuses they'd acquired up to their present level don't go away- they just allow for continual reinforcement. Just as with any developing character's skills and abilities. My main character has something like ten ranks in Open Lock. By PnP standards I could get a job as a King's vault-smith. But a common bandit's chest in Barovia may still cause me problems. That's just the nature of the beast. I still receive the benefit of my investments-- but more are required if I want them to remain relevant."
 
I don't see what the argument made here is. My argument in the quote above this one is that a steel reinforced thick chitin shield has +3 shield AC, +4 shield AC against slashing and bludgeoning. Which means you need 15 points in parry to break even against just bludgeoning AC, and that is 15 points you are not investing in something else.

"I avoided these nitpicks in the favor of someone with a counter-argument. In truth, it only serves to show that Dodge may, in fact, be worth less than 1 CP. Embracing the points you mention necessitates our acceptance that the other options are even more economically superior."
 
It means that you are basing the value on your cp on wrong or missing values, which undermines the entire argument regardless of what direction it does it in. You don't get to set a "currency" and then have it be based on multiple nonequivalent things.

"My takeaway here is that you feel that Parry should be a class skill for only some classes. Like Fighters. If that wasn't your intention, perhaps it's still a reasonable place to start fixing this problem?"
 That was not my point at all. My point was that you don't get to set a currency and then have it be based on multiple different, nonequivalent things.

"The largest benefactors of this balancing issue aren't those who might otherwise have used a shield. It's those who wouldn't have. A wizard and a rogue should not have Shield ACs that are equivalent to a Fighters. Or, if you contend that they should, then we should not have fighters."
 
I fail to see your point unless you are arguing that parry changes make these classes overly strong. These classes already suffer from different problems regarding their performance in melee combat and the shield AC from parry helps them keep relevant in the increased difficulty of the server more so than pushing them over the edge. Also, shield AC is not the only thing that makes fighters, you are disregarding full BAB progression, 1d10 hit die and number of attacks per round. I think those are much more important defining qualities between rogues, wizards and fighters than their shield AC.

 "I do not agree that these feats are necessary. A wizard, rogue or monk wouldn't have need of them. But if you're specifically talking about a heavy armor wielding Fighter, than this strikes me as a good thing. Further, "4" is an invented number. A feat is worth 1 CP. Two feats are therefore worth 2."

 What you are disregarding is that those classes then need to invest in a higher dexterity stat, or they will have less AC no matter their equivalent shield AC. If you are not assuming that they all have the same dex score, then you need to include the difference in their dexterity scores and what they lose to have that higher dexterity in your calculation. As for the "cp"s, if you read the entire paragraph, it goes like this: 15 parry= 3 cp, 2 feats for parry feats= 2 cp, 1 feat for taking shield proficiency= 1 cp. Furthermore, 3+2-1=4, hence 4 cp. I fail to see how it is invented.

 Further expanding on this, if we assume a dexterity of 12, then you are suffering a penalty of 6 AC if you wear leather armor instead of a full plate. And even then, you wouldn't be reaching 25 parry without either a cat's grace spell, a feat or gloves of swordplay. Assuming you have 25 parry, you are still 1 AC down from just straight full plate without a shield. You of course need a higher dexterity stat to be able to effectively use lighter armor, and that means you have to sacrifice strength, constitution or intelligence, which you have to include when evaluating the parry skill and the shield AC you get from it.

"It isn't free- it costs a class. This is something like saying that most people who fight unarmed get the unarmed combat feat for free."
 
 People who fight unarmed do get unarmed combat feat for free, because all classes have proficiency to fight unarmed. Even then I am assuming you are talking about Improved Unarmed Fighting feat, which monks do get for free, and even then that feat is only necessary if you are fighting without wearing any gloves at all, and even then rangers and druids get it for free via Ram's Might spell. Furthermore, all classes get proficiency with some weapons. And all classes that are intended to be tanking in the frontline do get the shield feat for free, I can think of no situation you would take a class purely because of the shield proficiency, and multiclassing always has penalties of its own as well.

"This is a false equivalency that fails to account for the burgeoning list of advantages that Parry offers detailed above."

 How is this a false equivalency? A steel reinforced thick chitin shield, which tends to cost 500 gp at most, has +3 Shield AC, +4 Shield AC against slashing and bludgeoning. That is at least 15 parry to break even, and 20 parry to break even against ~80% of the damage present in the game at the least.

"To your advantage. A -10 ACP and 50lbs are even harder problems to overcome."

 And a tower shield gets an extra point of AC, which can potentially amount up to overall 50% physical damage reduction, not to mention ASP and ACP are pretty much meaningless to a fair number of people that care about their shield AC.

"The same can be said for the aforementioned varnishes, spells, enchanting and indeed the quality level of shields themselves. AC tends to increase as you gain levels. There's nothing unusual about that."

 Varnishes you can acquire as early as level 2 in great numbers, an hour spent picking herbs in spring can easily get you dozens, and spells and enchanting lets you have a higher shield AC than parry alone can provide, and usually quicker than parry provides normal values if no feats are involved, hence why the distinction matters.
Title: Re: Shields too weak compared to Parry, suggested fix
Post by: McNastea on April 15, 2017, 09:59:22 PM
I still don't think shields should be made stronger. I've played both types of characters extensively and they both felt fine balance wise in their niche. In fact, I would not enjoy having things added for shields. It would increase the number of feats/skills I felt obligated to take, taking away from more interesting ones and just nope. Shields are so much better than people are making them out to be it's a little ridiculous.

Anyway, the poll? Should probably change it to a simple yes and no instead of adding comment after that doesn't necessarily reflect someone's opinion on the matter even though they have to pick either of those.
Title: Re: Shields too weak compared to Parry, suggested fix
Post by: Niffie on April 16, 2017, 07:08:54 AM
I just don't see how it's reasonable for someone using a two-handed weapon (supposedly to do more damage, akin to a fighting glass cannon) being able to defend himself as well as someone in full plate with a shield and a one-handed weapon. It doesn't make sense realistically, nor in a game setting. I wouldn't mind having to spent points in skills or feats to accomplish some form of shield buff. And then we can talk about the benefits of buffs and so forth, but I still think a man with a shield, would be generally better defended(higher AC) than that of a man with two weapons or a large two-hander. With and without buffs.

More damage = less defense. That's how it's been balanced in all games through out the history of games.
Title: Re: Shields too weak compared to Parry, suggested fix
Post by: Iridni Ren on April 16, 2017, 09:02:04 AM
Quote
But to your observation that shields are fairly common: sure, they're used at times. I happen to use one, myself. But that's where a good deal of my passion comes from. Were I not such an enemy of character rerolling, I'd be sorely tempted to go the other way.

I'm by no means the mightiest power builder on the server. I'm unlikely to go into the statistical analysis of some of these posts and make all these comparisons weighting various advantages. Other people do that, and I can look at their conclusions if I want to rather than doing the work myself :P

Regardless, what forces the decision it seems to me is a PC's dexterity. I don't know but I bet if you could look at which PCs use shields almost all of them have low dex. The option to "go the other way" isn't available.

Ambidexterity requires (basic) dexterity of 15+. I can't imagine having a dex of 16 or more and doing a shield build.
Title: Re: Shields too weak compared to Parry, suggested fix
Post by: Ternce on October 13, 2017, 01:04:16 AM
If you're brainstorming shield related feats, I'd want something offensive, as shields are not only for defense, but also for making a push, or agitating someone mid swing.

Like take Dirty Fighting, rename it to Shield Bash, and let it silence for 1d4 rounds.
Title: Re: Shields too weak compared to Parry, suggested fix
Post by: Syl on October 13, 2017, 07:53:10 AM
My tiefling. Fighter Sirius, has I neither a 16 or 18 dex and uses a large shield.

A: because it gives balance and allows him to be versatile.

B: fits him rp wise

A high dex doesn't mean you can't use a shield. You could use a shield and finesse weapon. It shouldn't be about the "build" this is mainly a rp sever at first. But you know.. to each there own, I ell agree some offensive shield feats would be awesome
Title: Re: Shields too weak compared to Parry, suggested fix
Post by: HopeIsTheCarrot on October 13, 2017, 02:26:53 PM
I feel that the system is fine as is. The shield options available on this server are both plentiful and powerful enough to offer an incentive for characters that have rp based reasons to use a shield to continue to do so. Similarly, i feel that the current parry system offers the same opportunity to characters who are better off (from an rp point of view) without a shield. Is the system perfectly balanced? Maybe not, but I feel it's close enough that it really should not be hard for players to stick to the choice that makes the most sense for each of their individual characters.
With that in mind, I think some aggressive/attack based shield feats would be great and could open the doorway for new rp opportunities as well.
Title: Re: Shields too weak compared to Parry, suggested fix
Post by: ethinos on October 13, 2017, 03:11:49 PM
If you're brainstorming shield related feats, I'd want something offensive, as shields are not only for defense, but also for making a push, or agitating someone mid swing.

Like take Dirty Fighting, rename it to Shield Bash, and let it silence for 1d4 rounds.

I'd rather see a chance to stun.
Title: Re: Shields too weak compared to Parry, suggested fix
Post by: HopeIsTheCarrot on October 13, 2017, 03:16:56 PM
If you're brainstorming shield related feats, I'd want something offensive, as shields are not only for defense, but also for making a push, or agitating someone mid swing.

Like take Dirty Fighting, rename it to Shield Bash, and let it silence for 1d4 rounds.

I'd rather see a chance to stun.


I would also agree that stun would make for a better fit than silence.
Title: Re: Shields too weak compared to Parry, suggested fix
Post by: ILLY6666 on October 13, 2017, 03:38:30 PM
Goodness, let this madness of a thead die already and make a new one to discuss shield feats.
Title: Re: Shields too weak compared to Parry, suggested fix
Post by: EO on October 13, 2017, 05:14:19 PM
We can’t add shield attack feats due to NwN’s engine.
Title: Re: Shields too weak compared to Parry, suggested fix
Post by: SpaceHam on October 30, 2017, 10:34:33 PM
Can't follow your argument since inventing CP has thrown me off, ClaimingLight. KISS - Keep It Simple, Stupid!

 It's a simple concept, shield feats for goodness to increase the AC yield perhaps. Or add a slight Damage Reduction? who knows, possibilities.
Title: Re: Shields too weak compared to Parry, suggested fix
Post by: Silas Rotleaf on December 21, 2017, 11:39:10 AM
Or possibly like a shield bash move where instead of a regular attack you could do it for a certain amount of your base attack plus a low daze inflict chance? It could be a feat picked up a bit later maybe...
Title: Re: Shields too weak compared to Parry, suggested fix
Post by: MAB77 on December 21, 2017, 01:52:59 PM
It's been explained numerous time. The combat system is hard coded, we can't modify it when it comes directly to shields. Same as why we can't make combat feats with CEP weapons. Believe me, we tried and would love to do it. There is hope that the NWN:EE will change that state, but right now it is wishful thinking and can only act in indirect ways, such as the parry skill change.
Title: Re: Shields too weak compared to Parry, suggested fix
Post by: lakhena on December 21, 2017, 02:11:19 PM
I'm really looking forward to the new changes with parry, as a full plate user who doesn't use a shield for RP reasons but gets nothing from the current parry set up.
Title: Re: Shields too weak compared to Parry, suggested fix
Post by: Ercvadasz on December 27, 2017, 10:01:05 AM
If you dont use a shield you still should be still able to get Parry AC bonus. However it is the Full Plates ACP that reduces it's usefullness, if i recall well you would start with a -8 parry. If you are also using 2handed weapons improved parry is also a requirement (which also adds +4 to parry) so technically you should be able to get bonuses from parry just....troublesome with FP-s.
Title: Re: Shields too weak compared to Parry, suggested fix
Post by: lakhena on December 27, 2017, 03:22:56 PM
Some RP items act as shields, even though you can't cast spells on them, so there's no parry bonus.  I tested it on a rebuild and it was a definite no go.

I would love to see a fix for this, but I doubt very many people are as masochistic as I am.
Title: Re: Shields too weak compared to Parry, suggested fix
Post by: Iluvatar / Madness on December 27, 2017, 08:35:32 PM
You should take conversation about that on the thread about the Upcoming revision of the parry system to include shields (http://www.nwnravenloft.com/forum/index.php?topic=47441.msg588867#msg588867). ;)

This thread as more or less served its purpose already.