Originally Posted by
adom-admin
How about 100% shield DV only for fighters, chaos knights and paladins, 75% for rangers and barbarians and 50% for the rest?
Spellcasting classes already get marks at lowered speed; now their hard to achieve grand mastery would also be worth half that of others. The spellcasters' lack of martial training or aptitude suddenly is
doubly represented. In addition, this would severely hurt all the non-spellcasting classes, such as thieves, merchants and so forth, whose power level is decidedly not an issue. I always thought the class-independent weapon skill system was a
strength; a "fail-safe" that allowed all classes, even the crappiest, to develop power independent of their class in a numerically competitive manner. And it adds customizability and therefore room for roleplay: Even the most common-born farmer can become the world's grandest sword master in the course of saving the world from chaos, second to no fighter; why should grand mastery in shields suddenly be an exception? Doesn't it defeat the point of achieving "Grand Mastery" if your Grand Mastery is worth
less than a fighter's level 8 (which puts him at merely "skilled", without recognition of any level of mastery)?
Shields aren't that much of a problem. The combination of Coward mode, shields (especially dual shields) while wielding
completely unfettered spellcasting power is.
Being stuck in webs makes it impossible to cast spells since you can't perform the hand movements necessary - in other words, there's a somatic component to ADOM spellcasting that should make it all but impossible if either hand is strapped to a shield, let alone both. I think wearing one shield should result in 25% spell failure, and dual-shielding in 75%. I'd also add a talent named "Shield Casting" that requires a certain shield weapon skill level (7?) which would eliminate the 25% spell failure for one-hand shield use. With that solution, dedicated spellcasters are given the choice of mastering any kind of two-handed weapon, most probably the staff with its respectable defense, or to go the "magic knight" route - hone their paltry melee combat skills and shield usage enough to make it their own. It would make for a meaningful choice to be constantly remade as you discover new and improved staves and shields, in contrast to the current situation, in which not using shields is just plain suboptimal and staves are chosen almost solely for roleplay reasons.
As for spear+shield - I'd have to say that I don't think the defense benefits of a polearm fully apply to a one-handed spear - though a one-handed spear does have
reach, which is definitely part of it. A 40% reduction of polearms weapon skill benefits when using a polearm one-handed seems like a fair fix - but has the disadvantage of not being apparent from the weapon skill screen. A special message if the player equips something in one of the hands while a weapon using the polearms skill is already equipped in the other hands could be the solution: "You're now wielding the spear in one hand, reducing your DV benefit from it by 40%".