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Community
General Tabletop Discussion
*Pathfinder & Starfinder
DEFLECT MELEE ATTACK (GENERAL) et al
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<blockquote data-quote="Thondor" data-source="post: 2266866" data-attributes="member: 31955"><p>Unfortunatly I'm not sure how the current Deflect arrows works, However there is a very good reason that it can only stop one arrow per round. I know that unlike the current 3.5 in 3.0 the feat required a natural 20 for it to succeed (or so memory claims) If the current system of armor and HP isn't ajusted in some way the feats seem hugely imbalancing. ( And it should be noted that some things are just impossible to parry A huge creatures greatclub for example)</p><p>If we are really keen on implementing some sort of parry system then in addition to my above recomendations I would say:</p><p>All characters have a parry 'save' warriors higher then other's (including monks) </p><p>Reduce the base AC from 10 to 5. </p><p>Characters get as many parry's as they have attacks ( how would you deal with 2-weapon fighting?)</p><p>First role the opposed checks then if the attacker succeeds try to beat the AC</p><p>Sheilds no longer give the AC bonus but the highest parry bonus</p><p>If two-weapon's/weapon and shield are used only the highest bonus applies</p><p>After level 5 characters gain HP at every other level.</p><p> </p><p>course the whole thing needs to be play tested. And anything that you can't parry suddenly becomes much more difficult to defeat. (how could you parry a dragon bite!)</p></blockquote><p></p>
[QUOTE="Thondor, post: 2266866, member: 31955"] Unfortunatly I'm not sure how the current Deflect arrows works, However there is a very good reason that it can only stop one arrow per round. I know that unlike the current 3.5 in 3.0 the feat required a natural 20 for it to succeed (or so memory claims) If the current system of armor and HP isn't ajusted in some way the feats seem hugely imbalancing. ( And it should be noted that some things are just impossible to parry A huge creatures greatclub for example) If we are really keen on implementing some sort of parry system then in addition to my above recomendations I would say: All characters have a parry 'save' warriors higher then other's (including monks) Reduce the base AC from 10 to 5. Characters get as many parry's as they have attacks ( how would you deal with 2-weapon fighting?) First role the opposed checks then if the attacker succeeds try to beat the AC Sheilds no longer give the AC bonus but the highest parry bonus If two-weapon's/weapon and shield are used only the highest bonus applies After level 5 characters gain HP at every other level. course the whole thing needs to be play tested. And anything that you can't parry suddenly becomes much more difficult to defeat. (how could you parry a dragon bite!) [/QUOTE]
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DEFLECT MELEE ATTACK (GENERAL) et al
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