@pastaav,
You raised some good issues, thanks for that.
Looking the master swordsman you can object to that he get the same benefit, but on the other hand diminishing returns mean that more and more ranks are needed to compensate for lack of an shield. If two skilled swordsmen face each other the number of levels need to compensate for one of them using a shield is rather massive.
That is actually my main problem: that swordsmen already at low level will have compensated for their opponents using a shield. In my game fighters know it is a bad thing to rely on armor and most of them get incredible Qu scores to beat the system and will capitalize on any and all Qu items and bonus DB armor pieces in the no armor category (or soft leather, but it is inferior to even AT 1), to accumulate any and all DB that will be applicable to all attacks. This can get high pretty quickly. The result is that simple NPC fighters, those with decent, but restrictive armor and a simple shield, are at a distinct disadvantage that they need to parry too much to avoid attacks from the player's character, while he is left with plenty of OB to kill them fast. There is NOTHING in the rules to counter that, except Adrenal Defense.
While most of you would say: tough luck, or congratulate the smart players, when you've seen this happen in too many campaigns, I'm reasoning that it should be fixed. Not by a +10 DB combat style, or making all NPC fighters waste DPs on Adrenal defense and all give them high QU bonuses, but by fixing that one nagging inadequacy of the RM system: the shield.
Are you aware that such bonus sounds like a DB boost comparable with adrenal defense, yet without the downsides of that skill?
Of course, but I can't change reality, when I want to capture it in a game system. And it has plenty of downsides, except its the skill that specifically makes you use a medium, or large object in your hands. The downsides are almost the same as Adrenal defense: use requires activity%, be aware of attack and you have to face the right way to be able to bring it to bear.
If adrenal defense is allowed for monks and DP wasters than the fighter, rogue and such should be able to use a shield to maximum advantage, at least that is the way I look at it.
You mean that he will not parry? At least that is the only way I can make your mathematics fit. If that is how you means it is IMHO flawed reasoning.
Here you have a point; it was my math that forgot to point out that it was the difference in OB vs DB of foe that was the problem. In my game the fighters (I've seen in plenty of campaigns), when he wins initiative the first round, will charge in with everything he got to attempt to take out the opponent in a single stroke: 30% chance (and getting higher EVERY lvl and bonus item) that he succeeds. If his foe parries all he got then the attack will flounder, BUT so will the 0 (zero) OB attack of the opponent...
Seriously I've seen too many fights where the fighter types will all go in parrying all, with the spell casters behind them fixing the fight. IMO this is not how battles were conducted, or should be conducted. The initial charge is meant to connect, unless you have like a defensive weapon such as spear, or other reach weapon.
So with my own games as a reference I thought that other people were like-minded. It was when I did plenty of research in the matter that I came across many references about shields and their use that I began thinking about a shield skill.
Certainly many will continue to disregard a shield skill, but it is my hope that plenty will see the benefit to their games.