DracoSuave
First Post
Compare to Come and Get It:
Come and Get It - You pull each target 2 squares to a space adjacent to you. You cannot pull a target that cannot end adjacent to you.
Vengeful Parry - You shift 1 square and then slide the target 2 squares to a square adjacent to you.
PHB 1 powers are not worded using the same templating as PHB 2 powers. Not really an apt comparison... see below.
My guess is that these two should have much closer wording. But this is just a guess to the rules as intended. As written, yes, I think you could use parry to dodge an attack.
Come and Get It predates PHB2 where the 'you don't have to pull to a specific destination' is given as a game rule. So, it needed the text in order to be clear by that ruleset. Now that rule is in play, and such text is no longer necessary; in fact 'Slide x squares to y destination' is the current standard templating, as the number of squares prevents a slide that covers the entire battlefield.
Ideally the rules would do something define allow two options: May (slide/push/pull/shift) is implied and means you can choose to do X or fewer squares unless Must is used, in which case you can not use the power/feat/whatever if you can't.
I seem to recall that there are powers that have an involuntary element to their shift/forced movements, however those are so absolutely rare (I think I remember one at most) that no specific templating is required for it. The general rule covers it just fine, and the exceptions are so rare that spelling out the mandatory nature of the movement in the power itself is no loss of elegance or simplicity.
They don't need to add 'May' and 'Must' templating to cover a singular exception that I'm not even sure even truly exists. What's the point of 'Exception based design' if you have to retemplate everything just so that exceptions don't need to exist?