• general

    Rules Bit (GURPS): Shields and cover

    Intro: Under Cover This rule looks at the matter of letting shields provide cover instead of a DB bonus. That option offers some interesting benefits, from a nicely restored (in 4e) ability for shields to protect passively, to detailed protection by body location, to shield walls and other defensive tricks. It all meshes nicely with existing game rules for cover, too. The rule In general, treat shields as offering only their DB, per written rules. But whenever the GM thinks it sensible, treat shields as cover (p. B407) instead: Defending Cover provides powerful protection, but there’s a trade-off: a shield protects with either its cover or its DB, not both…

  • general

    Rules Bit (GURPS): Shields and size

    Intro: “Is that a Frisbee?” “Sir! We demand that you halt this tea party right now, and give us back our shields!” “Er, begging your pardon, brave Knights of the Shire, but we haven’t seen any shields . . .” “Those . . . things you’re using as tea saucers! Give them back!” Hmm, just how big is a Halfling’s shield? And what happens if the little chap picks up a human’s shield? GURPS Dungeon Fantasy 3 p. 8 offers some nice rules for Pixie weapons and other “tiny tools” – not generic, physics-friendly stuff, but quick’n’dirty guidelines for easy play. While shields got left out of that discussion, handling them…