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General Tabletop Discussion
*Pathfinder & Starfinder
my new rules for combat: Parrying rules
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<blockquote data-quote="Gustave Arcanus" data-source="post: 1742022" data-attributes="member: 23375"><p><strong>#include <iostream></strong></p><p> <strong>using namespace </strong>std;</p><p> </p><p> <strong>void </strong>rant(ostream&);</p><p> </p><p> <strong>void </strong>main() {</p><p> cout << "*** Beware, rants ahead. ****\n";</p><p> rant(cout);</p><p> }</p><p> <strong></strong></p><p> <strong>void </strong>rant(ostream& os) {</p><p> </p><p> os << "*shrug* I tend to be against taking tons of feats to do something that should be perfectly natural to anyone weilding a weapon. I just can't see people relying on armor and their natural agility 100% of the time for defense, and I can't see people needing special training (which is what feats entail) to be able to do that. Taking feats to do it <em>better</em>, yes. But that's another concept entirely.\n\n";</p><p> </p><p> os << "Also, if you've been gaming 20 years, then when compared to D&D 3E and v3.5, AD&D was so confusing to learn that most never did unless they'd already been playing for a number of years. And if people <em>can </em>keep track of all that, between weird AC numbers (going in reverse from what we learn in standard mathetmatics and everyday life: larger numbers are better, or sequences normally go in ascending order), THAC0 (needing to cross-reference this number against AC for every attack, instead of just having a standard bonus) and saving throws/ability checks (another lower is better situation), then they should have no trouble with a parry system like that.\n\n";</p><p> </p><p> os << "Oh, and before I forget, the -4 AC thing only applies against the attack that's parried (in case the parry fails, since you're not dodging as much), not for the whole round like a charge penalty would. Anyway, I think that makes much more sense, possibly needs some fine-tuning, but shouldn't need a series of feats to do it in the first place.\n\n";</p><p> </p><p> }</p></blockquote><p></p>
[QUOTE="Gustave Arcanus, post: 1742022, member: 23375"] [b]#include <iostream> using namespace [/b]std; [b]void [/b]rant(ostream&); [b]void [/b]main() { cout << "*** Beware, rants ahead. ****\n"; rant(cout); } [b] void [/b]rant(ostream& os) { os << "*shrug* I tend to be against taking tons of feats to do something that should be perfectly natural to anyone weilding a weapon. I just can't see people relying on armor and their natural agility 100% of the time for defense, and I can't see people needing special training (which is what feats entail) to be able to do that. Taking feats to do it [i]better[/i], yes. But that's another concept entirely.\n\n"; os << "Also, if you've been gaming 20 years, then when compared to D&D 3E and v3.5, AD&D was so confusing to learn that most never did unless they'd already been playing for a number of years. And if people [i]can [/i]keep track of all that, between weird AC numbers (going in reverse from what we learn in standard mathetmatics and everyday life: larger numbers are better, or sequences normally go in ascending order), THAC0 (needing to cross-reference this number against AC for every attack, instead of just having a standard bonus) and saving throws/ability checks (another lower is better situation), then they should have no trouble with a parry system like that.\n\n"; os << "Oh, and before I forget, the -4 AC thing only applies against the attack that's parried (in case the parry fails, since you're not dodging as much), not for the whole round like a charge penalty would. Anyway, I think that makes much more sense, possibly needs some fine-tuning, but shouldn't need a series of feats to do it in the first place.\n\n"; } [/QUOTE]
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my new rules for combat: Parrying rules
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