Parry?

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Cloud
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Parry?

Post by Cloud »

Im not sure if this question was already asked or not, so imana ask anyway. Would you handle a parry as a standard dodge attribute or handle it as a new attack roll. I like the idea of the second one since it would simulate a character being great with a weapon, but not fast enough to dodge full body attacks and such.
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Clay
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Post by Clay »

Parry is handled as a Defense roll, for the sake of simplicity and to avoid skilled weapon users dominating combat with one Ability.

Keep in mind Combat Skill isn't so much "skill with weapons" but "Skill at attacking." While defense is "Skill at defending." If you think of it this way, there's no confusion.

If you really want to use an attack roll as defense, go for "counter" instead.
Inquisitor Melchior
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Post by Inquisitor Melchior »

If you wanted a character who was particularly good at parrying with a specific weapon, but not good at defending in other ways, could you handle it with the hobby ability (such as Hobby: Sword Parrying), or should you just create a unique ability?
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Clay
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Post by Clay »

You could do that, but probably a simpler way is to take Defense and then take either Suppressed Power or Focus (depending if you want him to have any defense at all without it.)

Quickness, not Agile, should apply in a Defense test regardless of what avenue you take.
Cloud
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Post by Cloud »

Thanks for the tip. Im thinking about making an enemy who is king at one on one fights but sucks at evading attacks like area effects.
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Inquisitor Melchior
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Post by Inquisitor Melchior »

Clay wrote: You could do that, but probably a simpler way is to take Defense and then take either Suppressed Power or Focus (depending if you want him to have any defense at all without it.)
An interesting way of addressing the parrying dilemma. Though using these weaknesses isn't quite as clean-cut as just making a Hobby: Parry ability, its point balance and effectiveness are more adjustable and it fits the feel of the system a bit better. Thanks for the advice.
Cloud wrote: Im thinking about making an enemy who is king at one on one fights but sucks at evading attacks like area effects.
If that is your intent I would also give him high combat and weapon scores, each with Suppressed Power: Counter, and perhaps a few Power Moves that may only be used while countering. I only suggest this as I've always felt that specializations in parrying and counterattacking fit well together. This emphasis on countering would also make the enemy extremely formidable against a single reckless hero, but easier to defeat if a hero acts defensively or uses teamwork and tactics to bring the foe down.
"Walk three steps and thousands of years may pass. Within the confines of the four pillars, even time is but a brief illusion.”
Hiraku Nishida -Gasaraki
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