Community

 
Jump Menu:
Post Reply
Page 8 of 9  •  Prev 1 ... 4 5 6 7 8 9 Next
Switch to Forum Live View Thoughts on Parrying...
5 years ago  ::  Jul 10, 2008 - 4:47PM #71
snarky
Date Joined: Jun 18, 2008
Posts: 41

GeneralHenry wrote:

which gets us back to square one.

Making your player's character work.


Which is where this all started. He asked me, "Why can't I block an opponent's attack with my own weapon?" And we thought about it...yes, a bonus to AC could work in a more mechanical fashion, but the idea of a parry is using your skill with a weapon against your opponent. So we decided that it should be an opposing check. Then the TWF question came up and muddied the waters, so we added the crit ability to counter with your off-hand weapon.

Don't get me wrong, I appreciate all of the comments and such - but it seems a lot of it boils down to (1) opposing rolls are always bad; (2) counter-attacks are bad; or (3) parrying isn't important. I don't see a lot of real mechanical problems with the ability itself.

The only real critique I think I've seen so far was in the comparison with AC where it looks like this ability only helps 40% of the time...which I think isn't unreasonable, given the PC is making a choice to substitute his skill for his AC. And again, this can be worked through by polishing in play-testing the ability.

Most importantly, I'm trying to give a PC an ability that they want, to make the game more fun for them while not making them a munchkin uber-beastie.

Quick Reply
Cancel
5 years ago  ::  Jul 10, 2008 - 4:48PM #72
snarky
Date Joined: Jun 18, 2008
Posts: 41

Aluman wrote:

But halfling can make you reroll the monster's attack, which may or may not allow them to reroll their parry, or might keep the parry the same.


That's easy to handle - the parry is not rolled until the creature's attack roll is final.

Well I would say each roll adds double the time to resolve the attack.


I don't think it takes nearly that much time to roll a die and calculate its value.

Quick Reply
Cancel
5 years ago  ::  Jul 10, 2008 - 4:51PM #73
GeneralHenry
Date Joined: Jul 10, 2003
Posts: 3,788

So we decided that it should be an opposing check.


take his +hit add ten and use it as a defense. It's the same effect.

(1) opposing rolls are always bad


true, role v defense is much better

(2) counter-attacks are bad


Are the realm of powers

(3) parrying isn't important


is presumed to be built in.



Most importantly, I'm trying to give a PC an ability that they want, to make the game more fun for them while not making them a munchkin uber-beastie.


I understand that. I just think you're headed down the wrong path.

Quick Reply
Cancel
5 years ago  ::  Jul 10, 2008 - 4:53PM #74
Aluman
Date Joined: May 21, 2008
Posts: 2,081
I think it would be better to make parrying a flat bonus to AC. Its not as cinematic that way, but it works.
Quick Reply
Cancel
5 years ago  ::  Jul 10, 2008 - 4:56PM #75
snarky
Date Joined: Jun 18, 2008
Posts: 41

GeneralHenry wrote:

take his +hit add ten and use it as a defense. It's the same effect.


Disagree - it's a "skill" check and should be a variable, not a set amount. You're swinging your sword/axe/hammer at a moving object - that's not an automatic effect, in my mind.

true, role v defense is much better


And that's still the general rule - I'm not implementing an overall parry feature in combat - now that would be insane.

Are the realm of powers


Which is what I had originally proposed this as.

is presumed to be built in.


Maybe, maybe not - there's no STR bonus to AC for fighters, at least that I'm aware of.

I understand that. I just think you're headed down the wrong path.


And as much of a snark as I might be, I do appreciate the feedback. But I was hoping for more mechanical criticisms about the power than immediate attacks on the fundamental concept.

Quick Reply
Cancel
5 years ago  ::  Jul 10, 2008 - 4:58PM #76
snarky
Date Joined: Jun 18, 2008
Posts: 41

Aluman wrote:

I think it would be better to make parrying a flat bonus to AC. Its not as cinematic that way, but it works.


Then why not make general attacks a flat number as well? Now that would speed everything up!

Quick Reply
Cancel
5 years ago  ::  Jul 10, 2008 - 5:06PM #77
GeneralHenry
Date Joined: Jul 10, 2003
Posts: 3,788

variable, not a set amount


The attack roll makes it variable enough. Mechanic wise, the opposed roll is just shy of meaning less.



immediate attacks on the fundamental concept.


You can't build without a solid foundation.

Quick Reply
Cancel
5 years ago  ::  Jul 10, 2008 - 5:12PM #78
snarky
Date Joined: Jun 18, 2008
Posts: 41

GeneralHenry wrote:

The attack roll makes it variable enough. Mechanic wise, the opposed roll is just shy of meaning less.


If we thought that were the case, then we wouldn't have proposed this idea.

You can't build without a solid foundation.


True, but at the same time, if you don't agree with the foundation, then why spend time criticizing the idea?

Quick Reply
Cancel
5 years ago  ::  Jul 10, 2008 - 5:24PM #79
GeneralHenry
Date Joined: Jul 10, 2003
Posts: 3,788

True, but at the same time, if you don't agree with the foundation, then why spend time criticizing the idea?


reread my first couple posts.

I didn't spend time criticizing. I side stepped it to get to the core issue.

Making the character work.



I don't think parry makes the character work.


A) build him as a paladin/ranger and accept that it's suboptimal.
--not great, but it does work
B) rebuild him as some thing close that's more optimal
--fighter/ranger is a fair bit better

Quick Reply
Cancel
5 years ago  ::  Jul 10, 2008 - 5:32PM #80
Aluman
Date Joined: May 21, 2008
Posts: 2,081

snarky wrote:

Then why not make general attacks a flat number as well? Now that would speed everything up!


Actually fwiw the fastest combats I have seen have been in the Amber diceless system (RIP Wujeck).

Quick Reply
Cancel
Page 8 of 9  •  Prev 1 ... 4 5 6 7 8 9 Next
Jump Menu:
 
    Viewing this thread :: 0 registered and 1 guest
    No registered users viewing