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  1. - Top - End - #1
    Dwarf in the Playground
     
    DruidGuy

    Join Date
    Jul 2015

    Default Parry Fighting Style

    Parry Fighting Style. When you take damage from a melee attack that isn't a crtical hit, you can use your reaction to make a Dexterity (Acrobatics) check against a DC equal to the modified attack roll of the attacker. If you succeed, you don't take the damage. If you succeed by 5 points or more, you can make a counterattack with a melee weapon you're wielding or with unarmed strike as part of the same reaction. If you have the Extra Attack feature, you can try to parry as many attacks as you can make yourself using the Attack action. In this case, only the first parry attempt costs you a reaction, while others require no action since you effectively entered a defensive stance.

  2. - Top - End - #2
    Orc in the Playground
    Join Date
    Jul 2019

    Default Re: Parry Fighting Style

    Crazy overpowered.

  3. - Top - End - #3
    Barbarian in the Playground
     
    BlueKnightGuy

    Join Date
    Sep 2016

    Default Re: Parry Fighting Style

    Fun idea. Far too powerful.

    Other fighting styles do things like "+1 AC" or "+2 damage per hit" or "give one attack disadvantage, as a reaction"

    Yours is "give one attack pseudo-disadvantage, as a reaction.

    ...But instead of trying to beat your AC, it's trying to beat your acrobatics, which improves faster and higher than your AC.

    ...And as you gain levels, you can do this to more than one attack.

    ...And sometimes you get a free counterattack"
    Last edited by GalacticAxekick; 2021-05-30 at 04:16 AM.

  4. - Top - End - #4
    Dwarf in the Playground
     
    DruidGuy

    Join Date
    Jul 2015

    Default Re: Parry Fighting Style

    Quote Originally Posted by GalacticAxekick View Post
    Fun idea. Far too powerful.

    Other fighting styles do things like "+1 AC" or "+2 damage per hit" or "give one attack disadvantage, as a reaction"

    Yours is "give one attack pseudo-disadvantage, as a reaction.

    ...But instead of trying to beat your AC, it's trying to beat your acrobatics, which improves faster and higher than your AC.

    ...And as you gain levels, you can do this to more than one attack.

    ...And sometimes you get a free counterattack"
    I personally didn't think of that as powerful because the DC equals the modified attack roll of the attacker. So if he rolled 18 and his to-hit modifier is +10, you would have to beat a DC 28 Acrobatics check to negate the damage.

  5. - Top - End - #5
    Colossus in the Playground
     
    JNAProductions's Avatar

    Join Date
    Jul 2014
    Location
    Avatar By Astral Seal!

    Default Re: Parry Fighting Style

    Quote Originally Posted by Oerlaf View Post
    I personally didn't think of that as powerful because the DC equals the modified attack roll of the attacker. So if he rolled 18 and his to-hit modifier is +10, you would have to beat a DC 28 Acrobatics check to negate the damage.
    If the attacker has +10 to-hit, you're probably at least level 11.

    Which means (assuming Dex 20 and Expertise in Acrobatics) you can Parry with an Acrobatics of +13.

    This gives you a 66% chance of blocking any given attack, and a 42.75% chance of counterattacking.

    Heck, in your given example, when the enemy rolls really, really well, you still have a 30% chance of blocking it, and if you roll a nat 20, STILL get a counter attack.

    The concept isn't bad, though I don't think it should really be a Fighting Style-the execution is very OP.
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  6. - Top - End - #6
    Barbarian in the Playground
    Join Date
    Sep 2019
    Location
    Florida
    Gender
    Male

    Default Re: Parry Fighting Style

    Arguably, parrying is represented in a character's AC.

    A character without a scrap of armor has an AC of 10 + DEX bonus because of their ability to block, dodge, or parry. Which of these they do is typically ignored since it generally doesn't matter and saves having to worry about which ones are appropriate for each weapon paring.

    This also explains why a basically competent warrior is missing half the time. The LV1 fighter could hit a target dummy 100% of the time, but the attack roll mechanics assume an armed, aware, and able bodied target.

    So maybe a parry that you can counter attack from occurs when an attack roll against you fails by 5 or more.

    Or maybe the fencer picks an opponent the expect to be attacked by, and exchanges the reaction to instead increase their AC versus that particular opponent.
    The thing is the Azurites don't use a single color; they use a single hue. The use light blue, dark blue, black, white, glossy blue, off-white with a bluish tint. They sky's the limit, as long as it's blue.

  7. - Top - End - #7
    Ettin in the Playground
     
    MindFlayer

    Join Date
    Mar 2015
    Gender
    Male

    Default Re: Parry Fighting Style

    Quote Originally Posted by Oerlaf View Post
    Parry Fighting Style. When you take damage from a melee attack that isn't a crtical hit, you can use your reaction to make a Dexterity (Acrobatics) check against a DC equal to the modified attack roll of the attacker. If you succeed, you don't take the damage. If you succeed by 5 points or more, you can make a counterattack with a melee weapon you're wielding or with unarmed strike as part of the same reaction. If you have the Extra Attack feature, you can try to parry as many attacks as you can make yourself using the Attack action. In this case, only the first parry attempt costs you a reaction, while others require no action since you effectively entered a defensive stance.
    I think there are two issues here. One is that it is too powerful, massively, but that has already been covered.

    The other thing is that it is complicated and slows the game down.

    There is an attack and you determine if it is a hit or not as normal... then you need to make a seperate ability check, then you need to determine not just whether you succeeeded but also by how much, then you (may) need to make a counterattack, then you need to keep track of how many times you have done this... the amount of additional time and complexity just becomes a burden for everyone else at the table waiting around to have a turn.

    I would do something simple like "if you are wielding a melee weapon you may use your reaction to add +2 to your armour class against enemies you can see until the start of your next turn". Like defensive style but bigger, at the cost of a reaction and doesn't help if you are an archer. Even then it is probably still too good.

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