Replacement for Defensive Fighting and Total Defense [Archive] - Wizards Community

Post/Author/DateTimePost
DireHawk

05-01-07, 01:16 PM
Ever notice the problem that characters tend to continually increase their attack bonus, in fact, MUCH quicker than AC increases? And how AC only ever increases with better armor, better magic, or better dex? What happened to skill in AC? Sure, there's the full defense option, and to a lesser extent attacking defensively, but we all know at some point even doing that is worthless. Well, I got a better idea... I think...

Parry (optional rule to replace total defense and attacking defensively)

Whenever a character uses a full-attack action, they can choose to trade their attacks and devote them to defense. A character can sacrifice any number of attacks (up to a maximum of their normal number of attacks) for an equal number of parry attempts. After sacrificing an attack, a character makes their full number of attacks as normal minus the sacrificed attacks. After this, the character can choose to parry an attack against them as an immediate action. The defender must declare the parry before the outcome of the attack is known. If the defender is also using multiple weapons or a shield, they must announce what they will use to make the parry with. If the parry is declared and the incoming attack misses the defender’s normal AC, the parry attempt is still considered used. If the attack would normally hit, the defender makes an opposed parry roll equal to the total attack bonus of the sacrificed attack. If the opposed parry roll is greater than the result of the attack, the attack is deflected. If the parry roll equals the attack, the attack is only partially deflected and the defender still takes half damage from the attack. If the parry roll fails, the attack hits the target as normal. A defender must be aware of the attack in order to parry it. A defender cannot parry an attack anytime they are denied their dexterity bonus. Any parry attempts not used by the time of the defender’s next turn are wasted, though the defender can choose to sacrifice more attacks to parry for the next round.

Special: If a defender parries with a Buckler, they get a +1 to their parry roll. Light Shields get a +2. Heavy Shields get a +4. In addition, any magical enhancement bonus to a shield also applies to parry rolls made with it.

Ranged attacks can be parried, but the defender takes a -20 to their parry roll unless they are parrying with a light or heavy shield.

The defender gains a +4 size bonus on parry attempts for every size category they are bigger then the attacker. The defender takes a -4 size penalty on parry attempts for every size category they are smaller than the attacker.

Example: Banjo the Fighter gets 3 attacks. His normal BAB is 14/9/4 adjusted to 20/15/10 due to an exceptional strength bonus and his magic sword. Banjo is facing Fush the Ogre has a +8 to hit on his slam attack.

Round 1

Banjo and Fush roll initiative. Banjo rolls a 5 and Fush rolls a 13, so Fush starts with a slam into Banjo's skull, connecting after rolling a 23 to hit. Banjo's AC is only a 23, so it will hit. He can't try to parry, because he has to wait until he uses a full attack action to sacrifice attacks for a parry, so Fush's attack hits.

Banjo goes, using a full attack action. He attacks Fush with his first and last attack (+20/+10). However, he saves his second one for a parry attempt. First round ends.

Round 2

Fush is about to attack Banjo again. Fush rolls his attack, but before he announes the result of his attack, Banjo declares a parry. Fush's attack roll for his slam is a 25, which would hit Banjo. Banjo rolls his parry (+15) for a total of 30. Fush's attack is deflected and Banjo takes no damage from it.
Holy_Beholder

05-10-07, 10:41 PM
I definitely like it. The shield thing is nice too, though I would consider having the light shield still having some penalty(-5) since it is smaller.
Naderion

05-11-07, 11:19 AM
I think AC is meant to rise much slower than the attack bonus. That's why you gain more hit points. If AC riseses, hit points should rise much slower.
Ian0311

05-11-07, 12:02 PM
If you're parrying, you can't be fighting as well as you usually can. I like this idea, though I'll probably heavily test it before I allow it in a campaign of mine.
SlinkyTWF

05-11-07, 01:46 PM
I don't like the resolution you propose, but the concept may actually plug a need in my skill-based variant rule set. I'm musing as I type here, so please excuse any logic flow issues.

Need circumstantial rules for all combat situations, for instance:

1. Flat-footed: Can't parry (? If you lose your dexterity bonus, should you also lose your parry ability?).

2. May otherwise sacrifice attacks on the fly to "parry."

3. Each Parry is a 1-time + to your AC (Deflection modifier, maybe...? Or a Competence modifier, since it is supposed to reflect skill? Or treat as a Shield Bonus? -- Don't like the shield bonus because it wouldn't stack with any existing shield bonus if you were wearing one.)

4. I think you can still retain the +2/+4 Defensive/Full-Defense modifiers in addition to this.

5. The actual AC modifier is equal to your modified melee attack bonus? Either that or just a flat bonus, maybe +2 or +4 to AC (for simplicity and balance)? The latter would bring it in line with shield bonuses

6. If your opponents have initiative over you, it's easy. Just sacrifice an attack as an immediate action to parry.

6.5 You must be able of making the attack to convert it to a parry.

7. If you have initiative, you must decide to hold any full-attack actions you have not used on your turn. These can be used any time between the end of your turn and the beginning of your next turn.

8. Must be declared before the opponent resolves their attack.

9. May not parry sneak attacks.

10. Should it be usable against low velocity projectiles such as thrown weapons? (I am inclined to say yes, but only against LVPs, and only if you are aware of the launch - this might require a Spot check with a bad mod if you were distracted, engaged in melee, etc?).

11. If not just applied as a generic DRM, might require a "parry" roll. Not sure what the rule should be. Thinking maybe a DC 10 STR check with a negative modifier equal to the weight in lbs (round up) of the weapon/shield used and positive modifier equal in some way to your effective fighting skill/level?

-- Just mulling it over. Would prefer to keep it simple, otherwise it just drags on the combat round. The proposal is very much like it is handled in WHFRP, except that to get 2 attacks in that system is uncommon, so you usually either parry or attack.

12. Two-handed weapon wielders can use either weapon to parry, and use the attack modifier of their chosen weapon (main or off-hand).

13. Larger opponents should be very hard to parry against as Godzilla doesn't care if you parry when he stomps you. Thinking -2 or -4 per size category larger than you. No mods for smaller.

14. Using a "fencing" weapon such as a rapier might grant you a +2 or +4 Circumstance bonus to your parry check if you were proficient in it (or if you want to use d20 in a Renaissance era game).

Still thinking, but lunchbreak is over...

15. Any attack converted to a parry is taken from the last available attack. For instance, if a L 15 fighter with his 3 attacks per round converts 1 to parry, it comes from his last attack. The reason for this is that if it came from his first attack, the others would suffer the -5 cumulative penalty, and if anyone tells a fighter that, sure, he can parry, but his attack will be at -5, the rule would rarely if ever be used.
Midrealm_DM

05-15-07, 12:42 PM
PARRYING
The following official feats are adapted into my campaign setting. All of these are on the Fighter Bonus feat list, the following feats are on the Aristocrat* bonus feat list as well: Armored Fencer (Medium), Armored Fencer (Heavy), Expert Parry, Guarded Defense, Improved Parry, Parry, Protective Parry. Most of these feats first appeared in Dragon Magazine #301, though some have been modified from the original print.
*Custom core class in my campaign different from the DMG version

This system is designed to give more defensive benefit to player's who prefer to wear light armors and wield light weapons. Especially fitting in a high-seas campaign.

A shield or buckler can be used to parry, but you loose the shield bonus to AC if you do so. A buckler or light shield counts as a light weapon.
A buckler, rapier or main gauche adds an additional +2 to parry rolls.

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PARRY [GENERAL]
You are skilled at deflecting the attacks of your enemies.
Prerequisites: Dex 13+, Int 13+, Expertise
Benefit: After a melee attack roll to hit your character has been made, but before damage is assigned, you may attempt to parry the blow with your weapon. You may not attempt to parry an attack if unarmed, if wearing medium or heavy armor, if you are flat-footed, or if you are denied your Dexterity bonus to AC. Attempting a parry uses up an attack of opportunity for the round. You may normally only make one parry attempt each round.
To parry, you must make a melee attack roll in an attempt to surpass the attack roll that you are trying to parry. When using a light weapon, you gain a +4 bonus to your parry roll. However, if the attacker is larger than you, you suffer a -8 penalty for each size category difference. If you succeed, the attack fails and deals no damage. If you fail, the attack deals damage normally. In either case, making a parry attempt gives your opponent the opportunity to make a disarm attempt against the weapon you are parrying with. This is a free action for the opponent which does not provoke an attack of opportunity nor does a failed disarm allow you an attempt to disarm in return.

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ARMORED FENCER (MEDIUM) [GENERAL]
You may parry when wearing heavy armor.
Prerequisites: Dex 13+, Int 13+, Armor Proficiency (Medium), Armor Proficiency (Light), Expertise, Parry
Benefit: You may attempt to parry while wearing medium armor

ARMORED FENCER (HEAVY) [GENERAL]
You may parry when wearing heavy armor.
Prerequisites: Dex 13+, Int 13+, Armor Proficiency (Heavy), Armor Proficiency (Medium), Armor Proficiency (Light), Armored Fencer (medium), Expertise, Parry
Benefit: You may attempt to parry while wearing heavy armor

CRUSHING DEFENSE [GENERAL]
You parry with great force
Prerequisites: Dex 13+, Int 13+, Expertise, Parry, Power Attack, Improved Sunder, base attack +4 or higher
Benefit: When you succeed at a parry attempt you may attempt to sunder your opponent’s weapon. Your weapon must be no more than one size category smaller than your opponent’s weapon. If you succeed in parrying the blow, you deal damage to your opponent’s weapon. If you succeed in destroying your opponent’s weapon, he does not get the free attempt to disarm you (due to parry). You cannot sunder or damage a natural attack or an unarmed strike when you parry.


DEFLECT WEAPONS [GENERAL]You can parry attacks from weapons when unarmed.
Prerequisites: Dex 13+, Int 13+, Expertise, Improved Unarmed Strike, Parry, base attack +4 or higher
Benefit: You may make a parry attempt with an unarmed strike, your hand counts as a light weapon.

EXPERT PARRY [GENERAL]
You may parry multiple attacks by the same creature.
Prerequisites: Dex 13+, Int 13+, Combat Reflexes, Expertise, Improved Parry, Parry
Benefit: Your parry attempts can be divided among multiple creatures’ attacks or a single creature’s attacks as you see fit. Each parry attempt uses up an attack of opportunity granted by the Combat Reflexes feat.

GUARDED DEFENSE [GENERAL]
You parry with surprising deftness.
Prerequisites: Dex 13+, Int 13+, Expertise, Improved Disarm, Parry, base attack +4 or higher
Benefit: When you make a parry attempt, it does not provoke an automatic disarm attempt.

IMPROVED PARRY [GENERAL]
You may make many parry attempts in a round.
Prerequisites: Dex 13+, Int 13+, Combat Reflexes, Expertise, Parry
Benefit: You may make a number of additional parry attempts in a round equal to your Dexterity bonus. Just as you cannot make multiple attacks of opportunity against the same creature in a round, you cannot attempt to parry multiple attacks made by a single creature in a round. Each parry attempt uses up an attack of opportunity granted by the Combat Reflexes feat.

INCREDIBLE PARRY [GENERAL]
You can parry attacks from weapons larger than you normally would.
Prerequisites: Dex 13+, Int 13+, Expertise, Parry, base attack +6 or higher
Benefit: The penalty for parrying against larger foes is reduced to -4 per size category difference.
Special: This feat may be taken a second time reducing the penalty to only -2 per size category difference.

PROTECTIVE PARRY [GENERAL]
Your training enables you to defend not only yourself, but also friendly creatures adjacent to you.
Prerequisites: Dex 13+, Int 13+, Expertise, Parry
Benefit: When a creature you threaten is attacked, you may use a parry attempt for the round to parry a blow that would hit that creature.
Special: If you have the Improved Parry feat, you may parry multiple attacks against allies within the area you threaten with your weapon, but you cannot protect any creature more than once per round. If you have the Expert Parry feat, you may parry multiple attacks that would hit the same creature regardless of their source. In both cases, parrying for another creature uses up a parry attempt and a possible attack of opportunity for the round.


TWO-WEAPON PARRY [GENERAL]
When fighting with two weapons, you parry more efficiently.
Prerequisites: Dex 15+, Int 13+, Expertise, Two-Weapon Fighting, Parry
Benefit: When wielding two weapons in a parry, whenever a special condition or a modifier is applied for a disarm or parry roll due to the size of a weapon, use the most beneficial size of the two weapons being wielded. (For example if wielding one One-Handed and one Light weapon, you would gain the +4 bonus to parry for wielding a light weapon) In addition if an opponent makes a disarm attempt in response to your parry you gain a bonus to the opposed disarm rolls as if you were wielding a two-handed weapon. If the opponent successfully disarms you, you loose only the larger of your weapons. If your weapons are the same size, you lose the weapon wielded in your primary hand.
Special: If wielding a dual weapon, this feat allows the +4 parry bonus as if wielding a light weapon, all other benefits and penalties use the actual size of the weapon. The benefits gained from this feat stack with any parry or disarm bonus gained by the weapons.
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Comments?
Holy_Beholder

05-15-07, 06:39 PM
You might want to make other shields play a bigger part. Also you might want to decrease HP if you use this system, and make spells weaker.