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General Tabletop Discussion
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Parrying, modifying combat
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<blockquote data-quote="Ibram" data-source="post: 2277212" data-attributes="member: 17640"><p>I've been using a class based defense progression ever since Conan d20 came out. Its taken me a while to refine the system (and I'm still tweaking it a bit).</p><p></p><p>as it stands now there are 3 defense value progressions</p><p></p><p>Poor: used by primary caster classes</p><p>Average: used by front line fighter types</p><p>Good: used by Rogues, Monks, and other "quick" classes</p><p></p><p>Dodge adds a flat +1 to defense</p><p></p><p>Armor provides DR, which can be very high for the higher end gear (which is also very expensive) but weapons do more damage (usualy 1 dice higher then in regular d20)</p><p></p><p>Shields add to defense, with +1 for small shields and +2 for large shields.</p><p></p><p>I used to have a feat that allowed for parrying, you could attempt to parry a number of attacks equal to your AoO for that turn. a natural 20 hit could not be parried, a natural 20 on parry always blocked regardless and a natural 1 on parry always failed. you could only parry attacks by creatures one size catagory larger one size larger then yourself or less (no parrying attacks by a huge dragon).</p><p></p><p>I've recently ditched that in favor of having it add a +4 bonus to defense that does not stack with dodge. This was done to simplify combat a bit, as well as allowing me to make the requirements for parry easier to meet, and to simplify a complex feat (as you can see by my above description).</p></blockquote><p></p>
[QUOTE="Ibram, post: 2277212, member: 17640"] I've been using a class based defense progression ever since Conan d20 came out. Its taken me a while to refine the system (and I'm still tweaking it a bit). as it stands now there are 3 defense value progressions Poor: used by primary caster classes Average: used by front line fighter types Good: used by Rogues, Monks, and other "quick" classes Dodge adds a flat +1 to defense Armor provides DR, which can be very high for the higher end gear (which is also very expensive) but weapons do more damage (usualy 1 dice higher then in regular d20) Shields add to defense, with +1 for small shields and +2 for large shields. I used to have a feat that allowed for parrying, you could attempt to parry a number of attacks equal to your AoO for that turn. a natural 20 hit could not be parried, a natural 20 on parry always blocked regardless and a natural 1 on parry always failed. you could only parry attacks by creatures one size catagory larger one size larger then yourself or less (no parrying attacks by a huge dragon). I've recently ditched that in favor of having it add a +4 bonus to defense that does not stack with dodge. This was done to simplify combat a bit, as well as allowing me to make the requirements for parry easier to meet, and to simplify a complex feat (as you can see by my above description). [/QUOTE]
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Parrying, modifying combat
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