Apologies, then. More I meant they were making a very narrow argument--saying that the blocks are weak in the situation of only blocking yourself when the enemies are apparently aware of all the in-game math and acting in perfect concert accordingly, which really isn't how either side of the fight would realistically act.
Real quick, what does the "r" in "DFRPG" stand for again?
I'm saying that roleplaying should be as much of a concern as rolling dice. For characters and the GM. You wouldn't let your players capitalize on knowledge they have but that the characters couldn't, right? So why should their opposition get that benefit?
And how, pray tell, can the vampires tell that they won't be able to hurt someone? A vampire during melee isn't going to think, "Okay, that's a 6-shift block, and my Fists skill is only 3, so statistically speaking I have very little chance of getting through it." A vampire during melee is thinking, "If I smack it hard enough, I can get through that wimpy wizard's shield!"
As you yourself have said numerous times, the mechanics are an abstract--Harry throwing up a 4-shift shield probably looks almost exactly the same as Harry putting up an 8-shift shield. So how, exactly, are the non-mage members of the opposition exactly calculating his spell power in such a way as to predict who they have a reasonable chance of attacking? A vampire, untrained in magic, shouldn't have any idea of a shield's strength until he's tried to get through it.
I mainly want to address "You wouldn't let your players capitalize on knowledge they have but that the characters couldn't, right? So why should their opposition get that benefit?"
in short, I do let them. I know the information, they know the information. Everyone pretending they don't just leads to a stilted game. This is one of the unavoidable issues of player to character disconnect. The only two options are to deliberatly hamstring yourself, or just let everyone play with the information that's on the table. I personally prefer the latter, as there's still plenty of x-factors by way of declairations and compels on both sides.
The second issue I have with it is it treads on dangerously thin ice. It's just shy of a GM dictating exactly what sort of actions a player can and cannot do. If a GM tried to tell me I HAVE to attack the wizard behind an 8 shift shield I know I won't break, he better have a damn good compel in mind. Having an npc do nothing put up a shield is not justification to force the players to attack them.