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Parry variant - Help!
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<blockquote data-quote="malebode" data-source="post: 1614552" data-attributes="member: 20256"><p>Thanks for the input, Planesdragon.</p><p></p><p></p><p></p><p>I was already planning to have a defense bonus that would be used for dodging. I think the parry bonus should be based on BAB. Having a different bonus would be fine, it's just that I don't think it's necessary. It's the number of parries vs. the number of shield blocks that poses a problem, not the bonus used to get each. Since you can dodge even on a failed parry or block. The result is that after you used up your parries and blocks, all you can do is dodge, and you are at a disadvantage. So I am trying to balance a single sword wielder, dual weapon wielder, and sword and shield wielder with respect to how many defense actions they get.</p><p></p><p> </p><p></p><p>I am not concerned about slowing down the game. I have basically already accepted the added complication. The situation for which I am primarily planning to use this rule is in an email game in which I can resolve all combat rounds simultaneously by acting out the "battle plan" of each character for that round (similar to, and perhaps even using the exact rules of, SNAP!, a simultaneous narrative battle system). Therefore, the added complexity is not a big issue.</p></blockquote><p></p>
[QUOTE="malebode, post: 1614552, member: 20256"] Thanks for the input, Planesdragon. I was already planning to have a defense bonus that would be used for dodging. I think the parry bonus should be based on BAB. Having a different bonus would be fine, it's just that I don't think it's necessary. It's the number of parries vs. the number of shield blocks that poses a problem, not the bonus used to get each. Since you can dodge even on a failed parry or block. The result is that after you used up your parries and blocks, all you can do is dodge, and you are at a disadvantage. So I am trying to balance a single sword wielder, dual weapon wielder, and sword and shield wielder with respect to how many defense actions they get. I am not concerned about slowing down the game. I have basically already accepted the added complication. The situation for which I am primarily planning to use this rule is in an email game in which I can resolve all combat rounds simultaneously by acting out the "battle plan" of each character for that round (similar to, and perhaps even using the exact rules of, SNAP!, a simultaneous narrative battle system). Therefore, the added complexity is not a big issue. [/QUOTE]
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