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Friday, May 9, 2014

GURPS House Rules: Shields as Cover

What?

I've changed the way shields work so they're more in-line with the way armor works. Rather than granting a defense bonus, they provide DR against attacks that strike them.

Why?

Imagine this: you're a Greek soldier standing with your comrades facing off against a Persian army. You're in a field with grass up past your eyes. A cloud of dust so thick it blocks the noonday sun fills the sky. You have only your helmet, your shield, and your spear to protect you from the enemy. The arrows rain down upon you. You don't see them. You can barely see the men at your side. You raise your shield to protect you... and the GM speaks: "You don't see the arrows. No defense roll."

Your shield might as well not exist. It doesn't exist, as far as GURPS cares.

Another scenario: you're a Viking warrior. Much like the hoplite, you're armed only with your helmet, your shield, and your spear. You fight in much the same way as the Greek before you and the Sumerian before him: in a mass of men standing shoulder to shoulder with a shield in one hand and a spear in the other. Your foe is much the same, though unlike the Greek fighting the Persians, you fight your neighbors from across the river. There are no ranged weapons on either side, only spears and shields and the rare man on horseback. You march forward and press your spear toward your enemy, holding your shield close. Your brother is on your left, your uncle on your right. Not far off, you can see your father. As the mass of men collide, your brother takes a spear to the face. He falls to the ground. All thoughts of your own safety disappear and you enter a violent rage. You make your strongest thrusts at any opening, striking at maximum distance. Your shield is still there, though, between your chest and your enemy's spear. Your enemy stabs at your torso, and... again the GM speaks, "Yeah, he hits you in the torso. Four injury to your vitals."

In GURPS, any time you can't defend, or fail to defend, your shield is nowhere to be found. The space it occupies is considered empty by the game. Where there should be a large piece of wood and leather and metal, there is nothing. The enemy never accidentally strikes your shield. The enemy never takes deliberate action--at a penalty to hit--to get around your shield. Because it simply isn't there.


The rules:

Shields now provide DR as cover rather than a bonus to defend. Shield DB is no longer a thing. You may Block with your shield as normal, but it provides no bonus to your Block roll. It also provides no bonus when dodging or parrying. In this way, Blocking is in essence identical to parrying. Perhaps it would be best to abandon the notion of Blocking as a separate concept altogether and only have dodging and parrying, with shield parries being identical to parries with any other weapon.

Shields are treated as cover all the time. Whenever you have a shield near your body, it's providing cover against both melee and ranged attacks.

First: apply the "thin slab" rule for determining shields' cover DR. Ignoring this rule results in obvious nonsense cover DR values for shields. The Roman Scutum in Low-Tech has a Cover DR of 10. More than all but the thickest steel armors! There's no way that's right. So we'll be using its actual DR, without adding any of its HP, which gives us a DR of 4. Much better. This is a good place to note that these rules are intended to work with the realistic damage values of The Deadly Spring, and some theoretical similar treatment for melee weapons, slings, and so on.

Next, these work just like normal cover. It's a -2 penalty to bypass cover. This number may need to be revisited, but it works well enough for now. Note that massed missile fire never does this.

I've attempted to formalize what areas are protect by shields in different circumstances, but this will obviously need GM judgment to adjudicate at times. That's a feature rather than a bug. If you want to cover your shins with your shield, then the GM will have to determine how much your knee is protected. This is normal for cover! All the cover rules work this way. It's no different from if you kick over a table and stand behind it. I've given some examples, but these certainly aren't intended to be all-inclusive.

Also, for the sake of completeness, I've added protection chances for when you are presenting a single side of your body toward your opponent. We don't exactly have rules for this now, but these values will be useful later on when we do. I'll do another post on that some other time.

Otherwise, these work just like armor. You have a location and the shield provides DR for that location. Some of these provide only a chance. For instance, if a shield gives a 4/6 chance to protect an area, roll a six-sided die. On a one, two, three, or four, the shield protects. On a five or six, you receive no protection.

One more thing. The dueling buckler is a special case. It provides no cover, but gives DR 4 to the hand. It can block as normal.

All shields provide cover only against attacks from the shield side and the front. If other areas are protected, such as when on horseback, or when the shield is carried on the back, GM judgment will be necessary, as I have no formal rules for those situations as of yet.

The short version: shields give DR, just like armor. It's a -2 penalty on your attack to bypass the DR. This replaces all the other stuff shields did. You can still Block, but shields give no bonus to any of your defense rolls.


Here are my examples. These are meant to demonstrate the concept. I make no claims of their exact accuracy.


Hoplon or Scutum - DR 4
               Front/Weapon  Front/Complete
Skull               -           -
Face                -           -
Neck                -           -

Chest               - 3/6*      - 6/6
Abdomen             - 3/6*      - 6/6
Groin               - 6/6       - 6/6

Left Shoulder       - 6/6       - 6/6
Left Upper Arm      - 6/6       - 6/6
Left Elbow          - 6/6       - 6/6
Left Forearm        - 6/6       - 6/6
Left Hand           - 6/6       - 6/6
Right Shoulder      -           - 6/6
Right Upper Arm     -           - 6/6
Right Elbow         -           - 6/6
Right Forearm       -           - 6/6
Right Hand          -           - 6/6

Thigh               - 3/6*      - 6/6
Left Knee           -           -
Left Shin           -           -
Left Foot           -           -
Right Knee          -           -
Right Shin          -           -
Right Foot          -           -


*Increase to 5/6 if presenting shield side.



Kite Shield - DR 4  
               Front/Weapon  Front/Complete
Skull               -           -              
Face                -           -              
Neck                -           -              

Chest               - 3/6*      - 3/6*  
Abdomen             - 3/6*      - 3/6* 
Groin               - 3/6       - 3/6*

Left Shoulder       - 6/6       - 6/6          
Left Upper Arm      - 6/6       - 6/6          
Left Elbow          - 6/6       - 6/6          
Left Forearm        - 6/6       - 6/6          
Left Hand           - 6/6       - 6/6          
Right Shoulder      -           -          
Right Upper Arm     -           -          
Right Elbow         -           -          
Right Forearm       -           -           
Right Hand          -           -           

Thigh               - 3/6*      - 3/6*
Left Knee           - 3/6*      - 3/6*   
Left Shin           - 3/6*      - 3/6*  
Left Foot           -           -              
Right Knee          -           -              
Right Shin          -           -              
Right Foot          -           -

*Increase to 5/6 if presenting shield side.



Heater Shield - DR 4  
               Front/Weapon  Front/Complete
Skull               -           -              
Face                -           -              
Neck                -           -              

Chest               - 3/6*      - 5/6          
Abdomen             - 3/6*      - 5/6          
Groin               - 1/6**     - 1/6**        

Left Shoulder       - 6/6       - 6/6          
Left Upper Arm      - 6/6       - 6/6          
Left Elbow          - 6/6       - 6/6          
Left Forearm        - 6/6       - 6/6          
Left Hand           - 6/6       - 6/6          
Right Shoulder      -           - 6/6          
Right Upper Arm     -           - 6/6          
Right Elbow         -           - 6/6          
Right Forearm       -           - 6/6          
Right Hand          -           - 6/6          

Thigh               - 1/6**     - 6/6          
Left Knee           -           -              
Left Shin           -           -              
Left Foot           -           -              
Right Knee          -           -              
Right Shin          -           -              
Right Foot          -           -

*Increase to 5/6 if presenting shield side.
**Increase to 3/6 if presenting shield side.

4 comments:

  1. Interesting take on the problem, seems like it would work :)

    My own version of solving the problem involves the GM applying common sense to the existing rules. Things like, if you can get your whole body behind the shield in question, and it's between you and the attack, (so think of the example of a hail of arrows), then it provides full cover, just as though you were sitting under a table or a cave for that matter. If you didn't have it raised for some reason and have to do it at the last second then you would use your blocking skill or alternately I would allow a dodge with the db bonus, (ie you are dodging behind the cover of your shield).

    In a fight the db bonus represents your ability to keep the shield between you and your opponent which is why it adds to all defenses, if they want to get to you they have to get around it.

    In the case of shoulder to shoulder roman soldiers and a literal shield wall, I think I would treat that as total cover and then use the rules for hitting chinks in armor for the attackers, (unless they are able to form a break in the line, then in my mind that situation would change).

    If they have the medium shields of a hoplight however I think the db bonus is probably all you get, (which is still pretty good).

    In the first case you gave with the hail of arrows, the GM's call to not allow a defense is not the right call, if you know enough to raise the shield over your head, you know the attack is coming and get an active defense.

    The second case with the viking is pretty awesome though. Gurps merely says you get the db bonus for attack from the front and shield side, that's about as granular as it gets in raw.

    Here's an idea to make it more granular... Depending on the size of the shield, say a medium shield, someone attacks you, you get your block, and they swung at your legs, so you got the shield down there to block it,,, now for the rest of the turn, that's where the shield is, any subsequent attacks towards you that target your legs or the lower part of your body are simply going to run into the shield and be rather pointless, but if they attack your upper torso your arms or your head, you've already used your defense, so unless you are all out defending or something you don't get another one, you take the hit cause there is no shield there.

    I like your answer, this post isn't really trying to contradict it, I am really just exploring ideas for essentially still using the rules in the basic set as written and simply adding interpretations and added granularity to achieve better realism for the scenarios you were mentioning.

    I also noticed that a medium shield in basic has 7dr and 40hp. That sounds like a reasonable stat for using it as cover, smalls are a little smaller and large shields have a little more. I was originally going to use the dr/hp of a 2" piece of wood, but it only has 2dr/29hp which I suppose would be good for an improvised shield.

    Great post, please don't take my ramblings as a critisism of what you've come up with, it really got me thinking again about ways to make things more realistic (because one of these days I'm very likely to do a viking esque game).

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    1. Hi! I'd like to correct you on a single point: Yes, not allowing a Block /is/ the right call by RAW. Also, as very explicitly stated by the book and elsewhere, you can only Block once per round, with additional blocks coming in at a steep -5 penalty. Thus, if you are hit by 40 arrows coming from overhead, it's impossible for you to stop them all. If you're not following these, you're not following RAW. Good on you if you aren't that foolish, but a newbie GM isn't going to know any better, nor have the time or confidence to contradict what's there in Basic Set.

      The rest of your thoughts are quite interesting and accurate, however. I think that a lot of the feelings about house rules are unfounded in the GURPS community. I mean, if you're playing a Viking game, it makes things way more interesting if you use rules that let you do more with shields. It fits the "Viking feel"! It'd be excellent if by grabbing and swapping in several rulesets you could custom tailor your rules like this, which is why I think we need more of this.

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  2. The -2 penalty to bypass cover should be revisited. A DA to eliminate the DB of a shield uses -2 skill per DB and I believe that ratio should be maintained. Having a fighter look at his well-shielded opponent and go "so what?" should require very high skill.

    ReplyDelete
    Replies
    1. I think the RAW incentivizes unrealistically high skill levels. What skill level is your average hoplite? 10 or 11? I'll do another post on skill levels in the future. Dropping to skill 8 or 9 while fresh seems like a major impediment to bypassing a shield.

      I agree that the penalty might be too low (or possibly even too high). What we'd need to do is figure out the size modifier of the gap and figure the penalty from that like I did with the hit location penalties. I'll look into that.

      Delete