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Parrying, modifying combat
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<blockquote data-quote="Thondor" data-source="post: 2274441" data-attributes="member: 31955"><p>I began coming up with these rules in the thread DEFLECT MELEE ATTACK started by KiwiGlen.</p><p> </p><p>I love the concept of having an opposed check to see if attacks succeed. And thus a concept was born. Give me your opinions and your thoughs on refining the system, I've yet to test it out in game.</p><p> </p><p>Utilizing parry calls for a completely different system meaning </p><p>a) the creation of a parry system</p><p>b) Adjusting AC</p><p> </p><p><u>Parry save</u></p><p>Parry save = 'good save' for all warrior classes (starts with +2 ends with +12) i.e. Fighter, monk, barbarian, paladin, ranger</p><p>all other classes parry save = poor save (starts with +0 ends with +6)</p><p>There are no stat modifiers to this save</p><p>Reason: why not BAB? we want hit's to still be common. If bab was used as the parry stat then two Equal warriors have only a 50% chance of ever connecting and this is without factoring in AC. True a first level warrior has a higher base parry then BAB but chances are he modifies his BAB with a stat, where he doesn't modify his parry, thus there is always more chance to hit then to parry.</p><p> </p><p><u>Parry amount:</u></p><p>A character can parry as often as she has attacks with BAB. Two weapon fighting and flurry of blows do not affect this #. The +2 to attack for flanking is no longer gained, this mechanic takes care of that.</p><p>(suggested change: two-weapon defense now grants an extra parry)</p><p>Reason: If your being attack by two enemies of equal level you should be at a real disadvantage. You can't parry both properly.</p><p> </p><p><u>The mechanic:</u></p><p>Roll the attack and parry at the same time. (this is great cause it makes it feel more like a duel) If the attack beats the parry - which should happen more often then not - then you check if the attack roll also beat the AC.</p><p>Reason: This makes only having one parry per your number of attacks important. If you only have to deal with the ones that would hit you, you can be surrounded and have no real dissadvantage. Furthermore if your fighting someone who has more attacks then you, while your parry bonus never changes his last attack (wich will be very low and unlikely to beat your AC has, bacause it cannot be parried, a much higher chance of succeeding)</p><p> </p><p><u>The AC change:</u></p><p>I would suggest that the base AC be reduced from AC 10 to AC 5. The AC against ranged weapons would still be AC 10 (as you can't parry them)</p><p>Reason: this means that if both rolls were low and the attack won it will likely be canceled out. However if both rolls were high and the attack won then it is more likely to hit.</p><p>Logic: You're ability to parry is now active rather then passive</p><p> </p><p><u>Shields and Arrow parrying:</u></p><p>A character with a shield can attempt to parry a missile albeit at a -4</p><p>reason:shields are no longer included in AC (except tower shields wich grant a +2) but should enable a character to affect projectiles.</p><p> </p><p>now the above needs to be tested but I think it would hold together. Below are some suggested feats for this system.</p><p> </p><p> </p><p><u>Improved parry:</u></p><p>Requirement: apropriate melee weapon or shield</p><p>bonus: As indicated below</p><p>Weapon Parry Modifier</p><p>Light shield +3 (shields no longer grant AC bonus except Tower shields, Light and heavy grant their AC bonuses as parry bonuses without this feat)</p><p>Heavy shield +4 (i.e. granted +2 without this feat and an additional +2 with this feat)</p><p>Tower Shield +4 (without feat grants both a +2 to AC and to parry)</p><p>shortsword, sickle +1</p><p>maces, clubs, hammers +1</p><p>parrying dagger +2 ( -1 on all attacks with this weapon)</p><p>Longsword, rapier, scimitar +2</p><p>Staff +2</p><p>Polearms +2</p><p>Greatsword +1</p><p>Bastardsword +1</p><p> </p><p>axes, flails, spiked chains, whips, picks, and scythe(?) gain no benefit from this feat.</p><p>This feat effects any weapon the character posses but only grants the bonus from the best bonus - shield and sword bonuses don't stack. If the character is using two-weapon defense his last parry granted by the feat uses the lowest bonus.</p><p> </p><p><u>Trained Parry</u></p><p>Requirement: improve parry, bab +2, non-warrior class</p><p>Bonus: You now gain parry bonus as a warrior of your level, meaning at a rate of +1 every 2 levels</p><p> </p><p><u>Greater Parry:</u></p><p>Requirement: improved parry, bab +6</p><p>Bonus: you receive an extra parry.</p><p>you can take this feat multiple times it effects stack.</p><p> </p><p>combat expertise and fighting defensively should probably be adjusted in this system but I'm not sure how.</p></blockquote><p></p>
[QUOTE="Thondor, post: 2274441, member: 31955"] I began coming up with these rules in the thread DEFLECT MELEE ATTACK started by KiwiGlen. I love the concept of having an opposed check to see if attacks succeed. And thus a concept was born. Give me your opinions and your thoughs on refining the system, I've yet to test it out in game. Utilizing parry calls for a completely different system meaning a) the creation of a parry system b) Adjusting AC [u]Parry save[/u] Parry save = 'good save' for all warrior classes (starts with +2 ends with +12) i.e. Fighter, monk, barbarian, paladin, ranger all other classes parry save = poor save (starts with +0 ends with +6) There are no stat modifiers to this save Reason: why not BAB? we want hit's to still be common. If bab was used as the parry stat then two Equal warriors have only a 50% chance of ever connecting and this is without factoring in AC. True a first level warrior has a higher base parry then BAB but chances are he modifies his BAB with a stat, where he doesn't modify his parry, thus there is always more chance to hit then to parry. [u]Parry amount:[/u] A character can parry as often as she has attacks with BAB. Two weapon fighting and flurry of blows do not affect this #. The +2 to attack for flanking is no longer gained, this mechanic takes care of that. (suggested change: two-weapon defense now grants an extra parry) Reason: If your being attack by two enemies of equal level you should be at a real disadvantage. You can't parry both properly. [u]The mechanic:[/u] Roll the attack and parry at the same time. (this is great cause it makes it feel more like a duel) If the attack beats the parry - which should happen more often then not - then you check if the attack roll also beat the AC. Reason: This makes only having one parry per your number of attacks important. If you only have to deal with the ones that would hit you, you can be surrounded and have no real dissadvantage. Furthermore if your fighting someone who has more attacks then you, while your parry bonus never changes his last attack (wich will be very low and unlikely to beat your AC has, bacause it cannot be parried, a much higher chance of succeeding) [u]The AC change:[/u] I would suggest that the base AC be reduced from AC 10 to AC 5. The AC against ranged weapons would still be AC 10 (as you can't parry them) Reason: this means that if both rolls were low and the attack won it will likely be canceled out. However if both rolls were high and the attack won then it is more likely to hit. Logic: You're ability to parry is now active rather then passive [u]Shields and Arrow parrying:[/u] A character with a shield can attempt to parry a missile albeit at a -4 reason:shields are no longer included in AC (except tower shields wich grant a +2) but should enable a character to affect projectiles. now the above needs to be tested but I think it would hold together. Below are some suggested feats for this system. [u]Improved parry:[/u] Requirement: apropriate melee weapon or shield bonus: As indicated below Weapon Parry Modifier Light shield +3 (shields no longer grant AC bonus except Tower shields, Light and heavy grant their AC bonuses as parry bonuses without this feat) Heavy shield +4 (i.e. granted +2 without this feat and an additional +2 with this feat) Tower Shield +4 (without feat grants both a +2 to AC and to parry) shortsword, sickle +1 maces, clubs, hammers +1 parrying dagger +2 ( -1 on all attacks with this weapon) Longsword, rapier, scimitar +2 Staff +2 Polearms +2 Greatsword +1 Bastardsword +1 axes, flails, spiked chains, whips, picks, and scythe(?) gain no benefit from this feat. This feat effects any weapon the character posses but only grants the bonus from the best bonus - shield and sword bonuses don't stack. If the character is using two-weapon defense his last parry granted by the feat uses the lowest bonus. [u]Trained Parry[/u] Requirement: improve parry, bab +2, non-warrior class Bonus: You now gain parry bonus as a warrior of your level, meaning at a rate of +1 every 2 levels [u]Greater Parry:[/u] Requirement: improved parry, bab +6 Bonus: you receive an extra parry. you can take this feat multiple times it effects stack. combat expertise and fighting defensively should probably be adjusted in this system but I'm not sure how. [/QUOTE]
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