Quote:
Originally Posted by SDLeary
In RQ for example, AP values on the shields is much lower, 8 points lower in the case of a hoplite shield (18 in RQ vs 26 in the table on p261). In RQ, Javelins did 1D10 damage (I believe they based this on a Pilum), in BRP its 1D6+1/2DB. Even using the higher damage rating from RQ, the hoplite shield in BRP cannot be penetrated, even on a critical. Even a BRP Buckler or Half Shield will stop a BRP javelin, most of the time on a crit.
In RQ and Stormbringer, a shield is damaged if its AP are exceeded. In RQ, the shield is reduced by one AP, in Stormbringer by the difference (thus 28 points done to a 26 point shield do 2 points of damage to the shield). In BRP, its listed as requiring a special, and then only inflicting one or two points of damage to the shield, depending on the parry success level.*
By increasing the AP/HP value of the shields, and by increasing the threshold required to damage the shield, the fighter with the shield has become much more a tank than they were before. Fine in a Stormbringer (Epic?) level game or higher, but a bit high for a normal or heroic level game.
I know all this can be changed based on genre and house rules. It just seems like these changes will prolong combat a bit more for those who choose only to use the core, or in pick-up games.
Thanks!
SDLeary
* Another change just noted... The "Attack and Parry Matrix" on p 193 shows shields taking damage (up to 4 points) depending on the level of success of the attacker. This is another change over the old "core" rules. Intentional??
SDLeary
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I think I see the confusion here, and I'll make sure it's clear(er) in the BRP book.
For normal use, shields shouldn't have their armor values applied twice, which is essentially what you're doing here (once as a armor value, once as HP).
Generally, it's only when you're dealing with specials and criticals that the shield's AP or HP are even an issue. These are ablative, as well, so a damaged shield has a lower AP for subsequent attacks.
The HP for shields came from
Stormbringer, or were extrapolated using those values as a benchmark. And for clarification, RQ was the
third tier of reference for this book. In order, the first source was
Elric!/Stormbringer, then
Call of Cthulhu, then RQ was utilized where those works didn't suffice. Then came
Elfquest, Ringworld, Superworld, etc. So things aren't supposed to work exactly the way they do in RQ.
I must confess to a bit of frustration that, due to factors beyond my control (the release of the old RQ3 stuff as the BRP monographs, for example) it's been assumed that this work is somehow meant to fill the same role of RQ. If you'll note, many of the optional systems are those from RQ, while the default is a gameplay style more inspired by
Stormbringer and
Call of Cthulhu.