Mustrum_Ridcully
Legend
Linking BAB to Defense basically means that those that are already good in melee combat are getting even better, and everyone else is worse off.
I think level based attack and defense might work in D&D, but they shouldn't be the same value.
The Warhammer Fantasy Roleplay uses a Meelee Weapon Skill as a base for attacks.
In some cases, you are allowed to use your weapon skill to parry, but there are some important considerations to it:
1) Your own parry result is not linked to the attackers attack skill. It is a skill purely based on your own weapon skill. That's very important.
2) You need to spend half your actions per round to get one parry.
3) If you are using a shield or a second weapon in your off-hand, you can parry without taking an action. A shield also gets you a +10% bonus to attacks. If you're using a two-handed weapon (and these are usually the ones that deal the most damage or have other benefits), it's a lot more difficult to parry.
1) Is very important for balance reasons. It means that you can succeed at parrying even if your enemy is a lot better than you, because it is only based on your skills. In D&D 3.x, attack bonus differences between different characters can be so high that the range of a d20 is not sufficient to get you a reasonable chance to defend yourself. (d20+6 vs d20+19? Little chance to succeed)
2) Second makes two(or more)-on-one fights a lot more dangerous. It also means that even the best fighter cannot parry everything. (In the Starwars Saga Edition, that's what the -5 penalty to lightsaber parrying will achieve, too)
3) This makes shield and off-hand weapons very useful, without causing them to be overpowered.
Warhammer Fantasy Rolelplay also has a "Dodge Skill", which gives you the change to dodge a meelee attack. You also get only one chance per round, and this roll is not based on your weapon skill. (It's a must have for all meelee fighters, I think.)
Both defenses do not work against ranged attacks. Ranged Attacks, if succesful, are undefendable, but this is compensated by a lot more negative modifiers applicable to Ranged Attacks. (Or at least that's the idea. I am not sure how well it really works, as I haven't played it much. I sure didn't have the feeling that my Road Warden armed with Pistols was overpowered, though)
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I think level based attack and defense might work in D&D, but they shouldn't be the same value.
The Warhammer Fantasy Roleplay uses a Meelee Weapon Skill as a base for attacks.
In some cases, you are allowed to use your weapon skill to parry, but there are some important considerations to it:
1) Your own parry result is not linked to the attackers attack skill. It is a skill purely based on your own weapon skill. That's very important.
2) You need to spend half your actions per round to get one parry.
3) If you are using a shield or a second weapon in your off-hand, you can parry without taking an action. A shield also gets you a +10% bonus to attacks. If you're using a two-handed weapon (and these are usually the ones that deal the most damage or have other benefits), it's a lot more difficult to parry.
1) Is very important for balance reasons. It means that you can succeed at parrying even if your enemy is a lot better than you, because it is only based on your skills. In D&D 3.x, attack bonus differences between different characters can be so high that the range of a d20 is not sufficient to get you a reasonable chance to defend yourself. (d20+6 vs d20+19? Little chance to succeed)
2) Second makes two(or more)-on-one fights a lot more dangerous. It also means that even the best fighter cannot parry everything. (In the Starwars Saga Edition, that's what the -5 penalty to lightsaber parrying will achieve, too)
3) This makes shield and off-hand weapons very useful, without causing them to be overpowered.
Warhammer Fantasy Rolelplay also has a "Dodge Skill", which gives you the change to dodge a meelee attack. You also get only one chance per round, and this roll is not based on your weapon skill. (It's a must have for all meelee fighters, I think.)
Both defenses do not work against ranged attacks. Ranged Attacks, if succesful, are undefendable, but this is compensated by a lot more negative modifiers applicable to Ranged Attacks. (Or at least that's the idea. I am not sure how well it really works, as I haven't played it much. I sure didn't have the feeling that my Road Warden armed with Pistols was overpowered, though)
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