genshou
First Post
True that it scales the same as the "good save" bonus; I hadn't realized that. But basing off of BaB seems to fit to me; a cleric is still gonna be better at parrying than a wizard, since parrying involves not only blocking your opponent's attacks, but also finding ways to keep your opponent threatened so they can only make attacks that are more easily parried. I don't know what to say about the characters having the same bonus at 1st-level except this... in standard D&D they have the same base AC, number of attacks,Thondor said:Genshou allow me to make some comparisons:
For a warrior class your 2 + half the character’s Base Attack Bonus is exactly the same as my "good save" parry which warriors (including monks) get. when maxed +12 and +12
Whereas those with medium BAB in your method who get "poor save" in my system get +3 more then mine when maxed: yours get +9 mine get +6
And those with poor BAB in your method also get "poor save" in my system get +1 more. when maxed: yours +7 mine +6
hmmmmm I really don't see why a wizard/sorcerer should be worse at parrying a weapon then a cleric or rogue it be the one side of combat they'd pick up. The other side of basing it off BAB that I don't like is that a first level wizard is as good at parrying as a fighter.
and almost the same base attack bonus (a difference of 1). So I guess they just haven't had enough combat training for anyone to really shine in combat yet.
Actually, I failed to point out thus far that I've tested this system in both standard HP systems and vitality/wounds systems, and it works much better in the latter. I've considered how size affects parrying, but I've yet to test having weapon size affect parrying ability. Using a dagger against a greatsword should grant attack roll bonuses/penalties to the attacker, I think. I'd say a +1/-1 or +2/-2 for each size category of difference between weapons. Combatant sizes shouldn't factor in, though; they are already calculated in the attack/AC system. Characters tend to be hit less with parrying bonuses, but in vitality/wounds systems armor provides DR against wound damage, so it's less of a problem. High-magic games tend to lead to less hits anyway, so these rules only add insult to injury. It's less of a problem in swashbuckling games, where humanoid-on-humanoid fights are so crucial.Thondor said:Geenshou I'm very curious about how many parry's you allow in a round? And furthermore how much have you found your system to effect the amount Characters get hit? Do you modify for size or different kinds of attacks?
As for regular hp games, I think using half of my bonuses is appropriate. So, 1 + one-quarter BaB (rounded down). Precise Parry and Exceptional Parry would grant bonuses one point lower. That way, unarmored characters aren't entirely vulnerable, and characters with armor still have an advantage over lower-level opponents with the same quality armor.
Since a character's parrying ability is reflected by an AC bonus, it applies each time they are attacked in a round. The Exceptional Parry feat, however, can only be used to deflect a successful attack once per round per +2 Dex bonus (minimum once). So, for most high-level characters with no enhancement bonus to Dex, that's only two or three times per round. And we're talking someone of 11+ level with a good Dex bonus, so tha seems reasonable to me.