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<blockquote data-quote="Water Bob" data-source="post: 6110070" data-attributes="member: 92305"><p><strong>DEFENSIVE FIGHTING</strong></p><p></p><p></p><p></p><p>First level characters and characters with a low hit point total should ignore this fighting style at their own peril. The <strong>Fighting Defensively</strong> rule is listed on pgs. 184 and 187 of the 2E core rulebook. Basically, this style allows you to take a penalty on the attack throw to gain a bonus to defence. You take a -4 on your attack and gain a +2 to your AC. And, you can use this fighting style with either Dodge or Parry defense.</p><p></p><p>You can combine the Defensive Fighting Style with the <strong>Combat Expertise</strong> Feat, if you can overcome the additional attack penalties you set for yourself using that Feat.</p><p></p><p>You might not, at first, think that a +2 bonus to Defense is a lot to be hooping and hollering about, but consider this: The +2 modifier gives you double the benefit of the Dodge or Parry Feats, and it's like getting both of those together, double the benefit, at one time--and you don't have to have a 13+ DEX and STR to use it.</p><p></p><p>The +2 defence modifier is akin to getting the benefit of a DEX score that is two FOUR points higher than what you have AND a STR score that is FOUR points higher than what you have, with regards to your defence.</p><p></p><p>Fighting Defensively is <em>almost</em> as good as getting the Combat Expertise Feat for free, at first level.</p><p></p><p>It's a 10% improvement to your defence, for EVERY incoming blow, every time you use the fighting style.</p><p></p><p>Consider a 1st level Barbarian character. He has to be a 3rd level character in order to gain a +2 Dodge benefit, and he has to be a 6th level Barbarian in order to get a +2 Parry benefit.</p><p></p><p>So, do you think taking a -4 on your attack is worth gaining the +2 to your AC? I think it's a bargain, especially when a single blow can kill your character without scoreing a Critical Hit or Massive Damage.</p><p></p><p>You'll have to decide on this for yourself.</p><p></p><p></p><p></p><p></p><p></p><p></p><p></p><p><strong>Let's look a little more at defence.</strong> </p><p></p><p>If you character gets into trouble, don't forget the <strong>Total Defence</strong> rule, pg. 185 of Conan 2E, and look at the <strong>Withdraw</strong> rule on pg. 187. Remember that <strong>Aid Another</strong> (pg. 204) can be used to give a character +2 Defense. You might be able to use the <strong>Intimidate</strong> skill to strike fear into your foe and keep him from attacking you (though it is unlikely unless the character is truly fearsome). And, a good old trusty <strong>shield</strong> can do wonders for your Parry AC: Consider fighting defensively with a targe gives the character +5 to Parry AC, and this can be raised higher if the Combat Expertise Feat is used.</p><p></p><p>Consider the <strong>partial armor</strong> rules in the <strong>Barbaric Warrior</strong> supplement for characters who have high Dodge ACs. A few pieces of armor will not count against the character as if he is wearing armor, but he can still get a small benefit. And, the light armors do not impede DEX modifiers. You might be able to wear armor that is quite heavy and restrictive without penalty to your Dodge AC if your DEX bonus is not higher than the armor's Max DEX rating. Remember that helms provide a minimum +1 to DR. </p><p></p><p>It's usually a good thing to wear some sort of armor. A simple quilted jerking will provide DR 3. That's better than nothing. Your max DEX bonus is +7. And, the jerkin has no Armor Check penalty for Swimming or other skill uses.</p><p></p><p>Using the NPC I posted earlier in the thread, Cian McDowd, notice how I interpolated some armors that do not exist in the rules. Here, I'll post that section of Cian's stats:</p><p></p><p></p><p></p><p></p><p>And, in the character's equipment section, I write this:</p><p></p><p></p><p></p><p></p><p>I used the partial armor rules from Barbaric Warrior, the standard armor types in the core rulebook, and good old common sense to come up with some protection for the character when wearing this mantle (big, thick, Cimmerian cloak) or when he is wrapped up in winter clothing.</p><p></p><p>Don't be too generous with this. Notice I made winter clothing equivalent to a Quilted Jerkin from the core rulebook, and the Mantle alone is only DR 2. But, it's <em>something.</em> That -1 damage point per hit, and very occasional zero damage, does add up.</p><p></p><p></p><p></p><p></p><p></p><p><strong>Even More Thoughts on Defense.</strong></p><p></p><p>The Barbaric Warrior supplement also includes some good, new Feats. Look at the various <strong>armor focus and specialization</strong> Feats. These can provide extra protection. You can also use the rules in the core rulebook, <strong>Tito's Trading Post</strong>,<strong> The Warrior's Companion</strong>, and the Barbaric Warrior supplement to improve armor in many ways.</p><p></p><p>One Feat in particular, from this book, to point out, is the <strong>Defensive Warrior</strong> Feat. It requires a Base Attack Bonus of +2 (and DEX 13+), so you can't get it at 1st level. But, it may be a desireable choice once you level up and earn a new Feat, usually at 3rd level. Or, if your GM allows, you can save a Feat slot at 1st level then get this Feat at level 2 as your BAB becomes +2 (as allowed by character class--Note that the less combat oriented classes reach BAB +2 at level 3).</p><p></p><p>What this Feat will do for you is allow you to Fight Defensively with the attack penalty halved. You fight at -2 instead of -4, but you still benefit from a +2 Defence. </p><p></p><p>This Feat is a great choice for someone who is going to attempt to gain benefit of the Defensive Fighting combat style for a long period of time. Lightly armored characters should look hard at this Feat. Look for ways, like the <strong>Weapon Focus</strong> Feat, to offset the attack penalty. </p><p></p><p>For Example, take a 3rd level Zamorian Thief, wearing a quilted jerkin (DR 3) and billowy silk shirt and pantaloons atop soft leather shoes, with a decent DEX, can be quite a hard target to damage. Give him a 16 DEX. Pick Combat Expertise for his first level feat, Dodge as his first level bonus feat, and Defensive Warrior as his third level feat, and you've got a character that has....</p><p></p><p>Dodge AC 15 as his base Dodge.</p><p></p><p>Dodge AC 17 if the Defensive Warrior Feat is used (with -2 attacks)</p><p></p><p>Dodge AC 18 to AC 22 using the Combat Expertise Feat (wth -3 to -7 attacks).</p><p></p><p>And all of this with DR 3 armor when a blow does land. Trade out the Dodge Feat for the Weapon Focus Feat, and you will decrease the attack penalties by one above--Dodge AC 16 with a -1 attack and an option via the Combat Expertise Feat to up defence by 1-5 points, ain't a bad thing at all.</p><p></p><p></p><p></p><p></p><p></p><p>EDIT: I almost forgot! If you really get into trouble, you can blow a Fate Point and get a +5 to Parry or Dodge AC (your option) for the round. This is a luck bonus, and you can take this IN ADDITION to any of the various defence strategies I discuss above.</p><p></p><p>Blow the Fate Point for this use and combine it with Total Defense, and those two options alone gain your character a +9 to his normal defense. With Fighting Defensively, it's a +6 to AC proposition. This is a save-your-character's-arse maneuver--when one combat round stands between you and life or death.</p></blockquote><p></p>
[QUOTE="Water Bob, post: 6110070, member: 92305"] [B]DEFENSIVE FIGHTING[/B] First level characters and characters with a low hit point total should ignore this fighting style at their own peril. The [B]Fighting Defensively[/B] rule is listed on pgs. 184 and 187 of the 2E core rulebook. Basically, this style allows you to take a penalty on the attack throw to gain a bonus to defence. You take a -4 on your attack and gain a +2 to your AC. And, you can use this fighting style with either Dodge or Parry defense. You can combine the Defensive Fighting Style with the [B]Combat Expertise[/B] Feat, if you can overcome the additional attack penalties you set for yourself using that Feat. You might not, at first, think that a +2 bonus to Defense is a lot to be hooping and hollering about, but consider this: The +2 modifier gives you double the benefit of the Dodge or Parry Feats, and it's like getting both of those together, double the benefit, at one time--and you don't have to have a 13+ DEX and STR to use it. The +2 defence modifier is akin to getting the benefit of a DEX score that is two FOUR points higher than what you have AND a STR score that is FOUR points higher than what you have, with regards to your defence. Fighting Defensively is [I]almost[/I] as good as getting the Combat Expertise Feat for free, at first level. It's a 10% improvement to your defence, for EVERY incoming blow, every time you use the fighting style. Consider a 1st level Barbarian character. He has to be a 3rd level character in order to gain a +2 Dodge benefit, and he has to be a 6th level Barbarian in order to get a +2 Parry benefit. So, do you think taking a -4 on your attack is worth gaining the +2 to your AC? I think it's a bargain, especially when a single blow can kill your character without scoreing a Critical Hit or Massive Damage. You'll have to decide on this for yourself. [B]Let's look a little more at defence.[/B] If you character gets into trouble, don't forget the [B]Total Defence[/B] rule, pg. 185 of Conan 2E, and look at the [B]Withdraw[/B] rule on pg. 187. Remember that [B]Aid Another[/B] (pg. 204) can be used to give a character +2 Defense. You might be able to use the [B]Intimidate[/B] skill to strike fear into your foe and keep him from attacking you (though it is unlikely unless the character is truly fearsome). And, a good old trusty [B]shield[/B] can do wonders for your Parry AC: Consider fighting defensively with a targe gives the character +5 to Parry AC, and this can be raised higher if the Combat Expertise Feat is used. Consider the [B]partial armor[/B] rules in the [B]Barbaric Warrior[/B] supplement for characters who have high Dodge ACs. A few pieces of armor will not count against the character as if he is wearing armor, but he can still get a small benefit. And, the light armors do not impede DEX modifiers. You might be able to wear armor that is quite heavy and restrictive without penalty to your Dodge AC if your DEX bonus is not higher than the armor's Max DEX rating. Remember that helms provide a minimum +1 to DR. It's usually a good thing to wear some sort of armor. A simple quilted jerking will provide DR 3. That's better than nothing. Your max DEX bonus is +7. And, the jerkin has no Armor Check penalty for Swimming or other skill uses. Using the NPC I posted earlier in the thread, Cian McDowd, notice how I interpolated some armors that do not exist in the rules. Here, I'll post that section of Cian's stats: And, in the character's equipment section, I write this: I used the partial armor rules from Barbaric Warrior, the standard armor types in the core rulebook, and good old common sense to come up with some protection for the character when wearing this mantle (big, thick, Cimmerian cloak) or when he is wrapped up in winter clothing. Don't be too generous with this. Notice I made winter clothing equivalent to a Quilted Jerkin from the core rulebook, and the Mantle alone is only DR 2. But, it's [I]something.[/I] That -1 damage point per hit, and very occasional zero damage, does add up. [B]Even More Thoughts on Defense.[/B] The Barbaric Warrior supplement also includes some good, new Feats. Look at the various [B]armor focus and specialization[/B] Feats. These can provide extra protection. You can also use the rules in the core rulebook, [B]Tito's Trading Post[/B],[B] The Warrior's Companion[/B], and the Barbaric Warrior supplement to improve armor in many ways. One Feat in particular, from this book, to point out, is the [B]Defensive Warrior[/B] Feat. It requires a Base Attack Bonus of +2 (and DEX 13+), so you can't get it at 1st level. But, it may be a desireable choice once you level up and earn a new Feat, usually at 3rd level. Or, if your GM allows, you can save a Feat slot at 1st level then get this Feat at level 2 as your BAB becomes +2 (as allowed by character class--Note that the less combat oriented classes reach BAB +2 at level 3). What this Feat will do for you is allow you to Fight Defensively with the attack penalty halved. You fight at -2 instead of -4, but you still benefit from a +2 Defence. This Feat is a great choice for someone who is going to attempt to gain benefit of the Defensive Fighting combat style for a long period of time. Lightly armored characters should look hard at this Feat. Look for ways, like the [B]Weapon Focus[/B] Feat, to offset the attack penalty. For Example, take a 3rd level Zamorian Thief, wearing a quilted jerkin (DR 3) and billowy silk shirt and pantaloons atop soft leather shoes, with a decent DEX, can be quite a hard target to damage. Give him a 16 DEX. Pick Combat Expertise for his first level feat, Dodge as his first level bonus feat, and Defensive Warrior as his third level feat, and you've got a character that has.... Dodge AC 15 as his base Dodge. Dodge AC 17 if the Defensive Warrior Feat is used (with -2 attacks) Dodge AC 18 to AC 22 using the Combat Expertise Feat (wth -3 to -7 attacks). And all of this with DR 3 armor when a blow does land. Trade out the Dodge Feat for the Weapon Focus Feat, and you will decrease the attack penalties by one above--Dodge AC 16 with a -1 attack and an option via the Combat Expertise Feat to up defence by 1-5 points, ain't a bad thing at all. EDIT: I almost forgot! If you really get into trouble, you can blow a Fate Point and get a +5 to Parry or Dodge AC (your option) for the round. This is a luck bonus, and you can take this IN ADDITION to any of the various defence strategies I discuss above. Blow the Fate Point for this use and combine it with Total Defense, and those two options alone gain your character a +9 to his normal defense. With Fighting Defensively, it's a +6 to AC proposition. This is a save-your-character's-arse maneuver--when one combat round stands between you and life or death. [/QUOTE]
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