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Parry: The Art of Defence

Jeph

Explorer
Envision this: the orc barbarian chieftan rushes your 15th level *apparently* unarmed bard. As his battle axe comes slicing down, it is suddenly blocked between a pair of crossed daggers.

How did this happen? The bard used a parry.

technically, he used quick draw and the Pick Pocket skill to get the daggers out from wrist holders, made a parry, failed it, then made a second one thanks to Combat Reflexes, Ambitexterity, Two-Weapon Fighting, and a good dose of luck.

The basic parry rules....

- a parry takes up an attack of opportunity slot
- declare weather you are using a parry before your opponent's attack roll is made.
- make an attack roll with the weapon with which you are parrying. If it equals or exceeds your opponent's roll, their attack fails.

Now bonuses and penalties for weapon size...

- If your weapon is one size greater than your or two sizes smaller, you recieve a -4 penalty on your parry roll with it.
- If your weapon is smaller than your opponent's, you recieve a -2 penalty for each size category of displacement.
- If your weapon is larger than your opponent's, you recieve a -1 penalty for each size category of displacemeng.

And now bonuses or penalties for weapon type....

- Swords or Daggers: +3
- Axes, Hammers, or Halberds: -3
- Polearms and Spears: -2
- Chained Weapons (such as flails): +1
- Staff-like weapons: +2
- Clubs and Bludgoens: -1
- Ropelike weapons (such as whips): -8

Stack all modifiers that apply. For instance, a character might parry with greatsword against a rapier. The greatsword is one size larger than it's wielder (-4), one size larger than a rapier (-1), and a sword (+3), for a total of -2 on the parry check.

Remember this little rules tidbit: When fighting with a Large double weapon, it is as if the character is using 1 one-handed and 1 off-handed weapon. This could lead to a few misparries, if neglected.

I have done the best I can to simulate the momentum of a weapon and the size and manueverability of it's blade, haft, or whatever.

Also, using these rules, shields would be done a bit differently...

- Shields may be used for one free parry each round (does not use up an attack of opportunity slot), instead of providing AC bonuses.
- Each additional shield parry after that *does* use up an Attack of Opportunity slot.
- Shields are always counted as being the same size category as both their wielder and their opponent's weapon.
- Bucklers get a +1 bonus on their parry roles.
- Small shields get a +3 bonus.
- Large shields get a +5 bonus.
- Tower shields still provide cover (try swinging *that* in to parry:) )

Here's a pretty cool alternate rule I worked out, but I'm not sure if it's very balanced: When a character succesfuly parrys with a weapon that gives a bonus on disarm attempts (such as a flail), or has paralel blades with which to catch and twist a weapon (such as a bladed gauntlet), they may attempt a disarm attack with a -4 penalty as a free action if they use up another attack of opportunity slot.

Admitedly, every part of these rules do make the feat Combat Reflexes much more useful, just one or two extra parry attempts can save your head multiple times.

Using this system, combats will be longer, as characters will not be hit as often. DMs are encouraged to therefore use a classless system where all characters have a smaller, fixed amount of HP determined by their Con score, or the VP/WP system appearing in Spycraft and Starwars.

By the way, a monster's natural weapons are all two sizes smaller than it, right? please correct me if I'm wrong, this could be a pretty major thing.....

Please give me comments or advice with this system! all help is appreciated (even mindless malevolent criticis--never mind.;) )


"So, you work out?"
- King Jerall III, when he met the present queen of Thoria

-Jeph
 

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As you suspect, this is pretty unbalanced.

1> It makes Combat Reflexes a must-have

2> ...thereby making Dex even MORE powerful than it already is...

3> ...thereby making classes with other priorities, such as the paladin, less effective, in comparison...

More issues:

How do you deal with Fighting Defensively, Full Defense, and Expertise?

It's a real can of worms... you're going to end up re-balancing the whole system... and for what?

Really, in the end, you're going to add a whole nother roll to the combats on a regular basis... and what does it get you?

I think a little cost/benefit analysis is in order here.
 

Parries essentially make it virtually impossible to land a blow on a superior opponent.

"I roll a 29 to hit Baron Evilguy!"

"Nice, but he spends an attack of opportunity to parry- he rolls a 10, plus bonuses... 32... oops! Too bad!"

"But that was a natural 18..."
 

Why not just do something easy like:

"Forgo one of your next attacks in order to make a parry. Use that attack bonus in an opposed roll to attempt to score better than the roll the attacker made. If you succeed, the blow is blocked."

If you make one parry, then on your next action you can still make any Move-Equivalent action. If you are high enough level to have multiple attacks and you make multiple parries, then on your next action you are limited to a 5ft step. (alternatively you could use your current action to "ready" a parry, so that you don't have to give up a subsequent action).

The one addition which I suggest to this basic principle is that only shields can block natural attacks, or attacks from weapons 2+ sizes bigger than you are. Using 2H weapons against large foes is fine for dishing out damage, but it is much harder to protect yourself from the dragons tail swing with it!

Cheers
 

Yeah, I really should rework this thing....

But to Plane Sailing: No, that wouldn't really work, as it would assume that the parrying character is going to attack next round. they could just turn tail, cast a spell, or do something completely different. Maybe if each parry used up a move-equivalent action durring their next turn? And you could use unused actions from your last turn as a parry. Each parry past hte first takes a -5 penalty. this takes care of Total Defense, as instead of gaining +4 AC, you'd get two extra parries.

If you used partial defence, I guess the bonus would go to either parries or AC, defender's choice. Same with Expertise.

As an option, though, I'll keep the "size and weapon type modifies parry role" rules. These I am quite proud of, as I think it really does more acurately reflect combat: People just *don't* get hit that often, unless they suck, in which case they'll fail they're parries anyway. This system really is designed to be used in a game where PCs have a pretty finite amount of HP, and every hit counts, even at high skill levels.

And hey, how do you know that I'm not Baron Evilguy himself just making it harder for your PCs to kill me? Bwahahahahahahahahahah!

Thanx to all for your malevolent (but not mindless--good points!) criticism.

"Really, cows are tougher than they look!"
-Fyoric the Lion

-Jeph
 


Geoff Watson said:
Why don't you use the current rules for parrying - Fighting Defensively, and Expertise?


Because they are rubbish?

Seriously, they are nothing to do with parrying in the terms which he is using; it is more like "better dodging" since it merely adds to AC. Forgetting any flavour text there, they are all means to increase AC (like dodge does) so that you are harder to hit. We are defining Parrying as a deliberate attempt to intercept and neutralise a particular attack.

Cheers
 



Hmmm...

..there's an interesting rule for parrying seen as an intentional interception of your opponents weapon (or other means of attack) with your own weapons...it's in the "Seafarer's Handbook" by FFG. As far as I remember (I don't have it with me now) it is set up as a feat that enables your character to ready one attack action for the case of someone attacking him. In that case, he makes an attack against the attacker's weapon, as per the PHB rules, only that he doesn't draw an attack of opportunity, as he isn't attacking himself, and as his opponent is already attacking him. If he succeeds in hitting the weapon of his attacker, the defender then has thwarted the attack.

It even lets you ready an action as parry action if you're using multiple attacks with the full attack action..one of your attacks goes to the parry. I'm just not sure right now which BAB is used in the case of one attack of multiples being used for a parry, but I think[/] it was the highest base BAB.

The "Seafarer's Handbook" also contains rules for a two-weapon parry, as far as I recall.
 

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