WaterRabbit
Explorer
Re: Re: Take "10" on Defense Rolls
Yep, but your value will be different. If your party if fighting mooks what is the point of slowing down combat by adding an extra roll.
You are now headed towards GURPS territory here. In GURPS you Block, Dodge, or Parry an attack. Block should be strength based, Dodge should be dexterity based, and parry should be BAB based. IMHO.
Jack Haggerty said:
Well... that's pretty much D&D now, isn't it?
Besides, combat is a rather stressful situation, in which you shouldn't be able to Take 10.
I'd agree with the synergy bonuses. You could also have a synergy bonus between dodge and parry.
Speaking of which, I'd make Parry a Str skill, and make certain you stipulate that it is unusable against ranged attacks unless a shield is being used to parry. The idea is that at it's very basic, a parry is blocking a weapon with a weapon (or shield), pitting the defender's strength against the attacker's. If the defender is stronger, he bats away the attack. If the attacker is stronger, he batters through the defense. Training (adding skill ranks), will teach the defender parrying tricks that don't require brute strength to withstand a blow.
So, Melee Attack = Str and Parry = Str.
Ranged Attack = Dex and Dodge = Dex.
Dodge works against all attacks, but Parry only works against melee, unless you use a shield to parry.
Yep, but your value will be different. If your party if fighting mooks what is the point of slowing down combat by adding an extra roll.
You are now headed towards GURPS territory here. In GURPS you Block, Dodge, or Parry an attack. Block should be strength based, Dodge should be dexterity based, and parry should be BAB based. IMHO.