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    Default [3.5] Parry - basic combat action/"attack" option

    After having play tested this system with my group for awhile, I have made several changes to improve it. It is now less feat intensive while having a few more options.[hr]
    My group and I have been discussing how to make fights mechanically more like great swashbuckler movies as well as improve the party meat shield's ability to defend himself in combat. We devised the following system for parrying blows.



    Parry
    When an opponent attacks you in melee range, you may attempt to parry a single attack from that opponent before you know whether or not the attack is successful. This attempt is an attack of opportunity, which also means you may not attempt to parry while flat-footed. You must be wielding a weapon or using a natural weapon to make a parry attempt.

    When you choose to make a parry attempt, you make an attack roll at a -4 penalty as a opposed roll to your opponent's attack roll. If you beat your opponent's total, you have successfully parried his blow, causing him to fail to hit you. If you fail to parry the blow, you are off balance and are easily hit, and you are treated as flat-footed for that attack. No other attack in that round treats you as being flat-footed due to failing a parry attempt.

    You automatically fail to parry on a natural 1. You are unable to successfully parry if your opponent rolls a natural 20. If the attacker and defender both roll a natural 20, the attack still hits, but the critical hit check automatically fails.


    You can not normally parry ranged attacks, magic, or special attacks such as Bull Rush, Disarm, Feint, Grapple, Overrun, Sunder, or Trip.
    • You can make a parry attempt against a Charge at a -6 penalty. You can not set an attack against a charge and parry at the same time.
    • You can attempt to parry a Disarm or Sunder attempt made on an item you wear that is not your weapon at a -6 penalty. Sunder and Disarm attempts against your weapon can not be parried.
    • You can attempt to parry a melee touch attack at a -10 penalty. Parrying a touch attack always uses your Dex modifier on the attack roll rather than your Str modifier.



    Improved Parry: If you have the Improved Parry feat, the attack roll penalty for parry attempts is reduced by 4.

    Combat Expertise/Fighting Defensively: The penalty to attack rolls from use of the Combat Expertise feat or while fighting defensively does not apply to parry attempts.

    Total Defense Action: While taking the total defense action, you may still make parry attempts, but you may not make riposte attacks. In addition to the +4 dodge bonus to AC, you receive a +4 circumstance bonus to your parry attempts.

    Combat Reflexes: You may make as many parry attempts as you have Attacks of Opportunity. Having the Combat Reflexes feat gives you more opportunities to parry attacks.

    Deflect Arrows: If you have the Improved Parry feat, it counts as having having the Improved Unarmed Strike feat for the purposes of gaining the Deflect Arrows feat. If you have the Deflect Arrows feat, you may use your weapon to deflect a ranged attack as normal without requiring a free hand. You may not use the Snatch Arrows feat with a weapon, and Improved Parry does not qualify you for Snatch Arrows.

    Improved Unarmed Strike: If you have the Improved Unarmed Strike feat, you may make parry attempts while unarmed.



    Parrying Weapons
    The following list of weapons should have their description appended to add:
    When using one of the following weapons, you get a +2 bonus on opposed attack rolls made to parry an attack.
    • Dagger
    • Quarterstaff
    • Sword, short
    • Rapier
    • Sai
    • Axe, orc double
    • Sword, two bladed


    (I'll go through non PHB weapons later.)



    Parry Related Feats

    Improved Parry [General, Fighter]
    You are very adept at parrying your enemies' attacks with your own weapon.
    Prerequisites: Dexterity 13, Intelligence 13, Combat Expertise
    Benefit: Your penalties on attack rolls made for parrying attempts are lessened by 4.
    Special: A fighter may select this as one of his fighter bonus feats.


    Riposte [General, Fighter]
    Your combat skills have progressed to a point where you may parry a blow and immediately respond with an attack of your own.
    Prerequisites: Dexterity 15, Intelligence 13, base attack +4, Combat Expertise, Improved Parry
    Benefit: When you successfully parry an attack, you may immediately make a melee attack against the opponent you just parried at your full base attack bonus. This attack is a part of the same action used to make the parry attempt, which means parrying and following up with a riposte uses a single attack of opportunity.
    Regardless of the number of parry attempts you can make in a round, you can only make a single riposte.
    This feat does not give you extra attacks of opportunity during a round or allow you to make an attack of opportunity when you would be denied one for being surprised, helpless, or in a similar situation.
    Special: A fighter may select this as one of his fighter bonus feats.


    Riposte Mastery [Tactical, Fighter]
    As you parry your opponent's blows, you gain better control of your opponent and the battle.
    Prerequisites: Dexterity 15, Intelligence 13, Combat Expertise, Improved Parry, Riposte
    Benefit: This feat allows the use of several tactical maneuvers, each of which requires that you attempt a special attack immediately following a successful parry.

    Press the Advantage: After successfully parrying an attack, you may immediately attempt to bull rush the opponent you parried in place of your normal riposte attack. You gain a +2 bonus to the check as if you were charging. Your opponent does not receive an attack of opportunity against you, even if you do not have the Improved Bull Rush feat.

    Disarming Flourish: After successfully parrying an attack, you may immediately attempt to disarm the weapon with which your opponent just attacked in place of your normal riposte attack. You may only disarm that weapon with which your opponent attacked, not any other item he possesses. Your opponent does not receive an attack of opportunity against you, even if you do not have the Improved Disarm feat.

    Unbalancing Blow: After successfully parrying an attack, you may immediately attempt to trip the opponent you parried in place of your normal riposte attack. Make a melee touch attack with your weapon instead of an unarmed melee touch attack. Your opponent does not receive an attack of opportunity against you, even if you are using a weapon which does not normally allow trip attacks and do not have the Improved Trip feat.

    Quick Feint: If you have the Improved Feint feat, then after successfully parrying an attack, you may immediately attempt to feint against the opponent you parried in place of your normal riposte attack. You receive a bonus to your Bluff check equal to the amount by which your parry attempt exceeded your opponent's attack. This uses your Immediate Action for the round.

    Sudden Grab: If you are unarmed, then after successfully parrying an attack, you may immediately attempt to start a grapple against the opponent you parried in place of your normal riposte attack. You provoke attacks of opportunity as normal.

    Normal: Without this feat, a riposte attack can only be a standard melee attack.
    Special: A fighter may select this as one of his fighter bonus feats.



    Not actually a parry required feat, but it is thematically appropriate:

    Pressing Attack [General]
    You are skilled at taking every advantage and keeping your opponent on the defensive.
    Prerequisites: Dexterity 15, Combat Reflexes
    Benefit: If an opponent you threaten takes a 5-foot step into a square you do not threaten, you may take a 5-foot step as an Immediate Action into an unoccupied space where you will again threaten the opponent. If there are no unoccupied spaces or you can not move into a space that threatens the opponent who just moved, you may not take the 5-foot step. This step does not count as your normal 5-foot step for the round. This does count as an attack of opportunity.
    Last edited by Rizban; 2011-01-08 at 09:29 AM.
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    Default Re: [3.5] Parry - basic combat action/"attack" option

    I believe that this is already simply shown in the fact of AC.

    You're both buckling it out, he misses your AC.

    The DM describes that you parry his blow.


    Done, and Done. I will look over your system though, but I think that I shall disagree with it. Though not necessarily...
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    Default Re: [3.5] Parry - basic combat action/"attack" option

    Looks decent, but why is parrying a melee touch attack most difficult?

    Trying to touch armed individual with hand (especially unarmoured one ) is often very good way to not be able to tie your own shoelaces ever again.

    Armor and stuff makes things more complex, but this is just D&D so...
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    Default Re: [3.5] Parry - basic combat action/"attack" option

    Quote Originally Posted by Narmy View Post
    I believe that this is already simply shown in the fact of AC.

    You're both buckling it out, he misses your AC.

    The DM describes that you parry his blow.


    Done, and Done. I will look over your system though, but I think that I shall disagree with it. Though not necessarily...
    AC is a static number that becomes entirely reliant on magic and enhancements. While a fighter with full BAB gets increasing better at hitting stuff, he never learns to better defend himself. This system gives him a way to do that.



    Quote Originally Posted by Spiryt View Post
    Looks decent, but why is parrying a melee touch attack most difficult?

    Trying to touch armed individual with hand (especially unarmoured one ) is often very good way to not be able to tie your own shoelaces ever again.

    Armor and stuff makes things more complex, but this is just D&D so...
    Because you're not just trying to knock his hand away, you're trying to block it in such a way that it doesn't "touch" you enough to set off the spell.
    Last edited by Rizban; 2009-12-23 at 05:26 PM.
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    Default Re: [3.5] Parry - basic combat action/"attack" option

    Well, the problem with description (in Core) at least is that doesn't specify "how much touched" target needs to be.

    But really, considering that touch AC of poor full BaB guys is pretty low, it doesn't really need penalisation.

    And "knocking hand away" with a sword would actually often end with severing it, or other injury with different weapon.

    Besides, knocking away would work perfectly well, don't know why it wouldn't.

    In fact, stoping somebody completely from touching you would probably require you to hold him, so that's another story.
    Last edited by Spiryt; 2009-12-23 at 05:35 PM.
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    Default Re: [3.5] Parry - basic combat action/"attack" option

    You wouldn't necessarily cut someone by deflecting "knocking away" a blow with your sword. It really depends on which part you used to parry them, and how you did it.

    Aside from that, after looking at this system. It seems very interesting..

    I MAY have to try using this.

    Very well done.
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    Default Re: [3.5] Parry - basic combat action/"attack" option

    I think that this is a good system, to say the least. I'm designing a low/no magic world, so things like parrying are extremely beneficial to invest in (As AC is generally similar at 1st and 21st levels). I might tweak it a bit after play-testing, and add several more feats in. If the campaign ever happens, I'll be sure to comment on how it went over.

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    Default Re: [3.5] Parry - basic combat action/"attack" option

    Thanks. We've play tested this a bit, though only one player in our group has actually used it much. It usually works out pretty well, but when you have two character optimized for parrying, they end up either standing in one spot blocking and riposting or end up ranging all over the battlefield without really hitting each other. Two swordmasters like that generally end up needing to disarm their opponent in order to be able to hit them.

    I'm definitely interested in your input once you use this system.
    Last edited by Rizban; 2009-12-23 at 05:50 PM.
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    Default Re: [3.5] Parry - basic combat action/"attack" option

    Yep, I forsaw that problem as well. For example, in my last campaign, there were, i think, 4 enemies that weren't humanoid, and the campaign lasted 17 levels. That means that almost every enemy has a weapon and is medium sized, meaning that the extremely situational and feat intensive chains like disarming, grappling and bull rushing were effective. I think those styles (like parrying) make the battle system more realistic and elegant, more overall enjoyable.

    Edit: One thing that needs to be added in: a mechanism that makes it harder to block larger weapons. For example, it's easier to block a longsword with a longsword than a greatsword with a dagger.
    Last edited by FlamingKobold; 2009-12-23 at 06:07 PM.

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    Default Re: [3.5] Parry - basic combat action/"attack" option

    I agree with Kobold on that matter however, I do not think that it should be necessarily specific to weapon types such as daggers vs great swords.

    But more so vs weapon sizes.

    Size bonuses

    Small, Medium, Large weapons and the like.

    Perhaps some weapons would be better at parrying, yes.
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    Default Re: [3.5] Parry - basic combat action/"attack" option

    Well, yes, certain weapons should give a bonus to Parry just like they do to other special attacks. I'm not sure which ones would be best for that though, as my players don't exactly use a large range of weapons. I'd love to see a list of suggestions though.
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    Default Re: [3.5] Parry - basic combat action/"attack" option

    Quote Originally Posted by Narmy View Post
    I agree with Kobold on that matter however, I do not think that it should be necessarily specific to weapon types such as daggers vs great swords.

    But more so vs weapon sizes.

    Size bonuses

    Small, Medium, Large weapons and the like.

    Perhaps some weapons would be better at parrying, yes.
    Is it a matter of size? I was under the impression that a parry was more gaining control of the opponents swing to send it off course and less of a weapon block. I know if I can strike my enemies weapon with a great sword I will send it off course, but isn't it also much harder to control the great sword to do that with in the first place? Medium weapons like long swords and such seem like the best parry weapons while the others all have different benefits and drawbacks. A dagger limits the momentum of your swing but it's very easy to turn and position to deflect an incoming attack. Larger weapons offer more force to counter with but are harder to adjust if needed.

    I do like the concept overall and look forward to further developments.

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    Default Re: [3.5] Parry - basic combat action/"attack" option

    First, I like. I actually developed a system similar to this awhile back

    http://www.giantitp.com/forums/showthread.php?t=112621

    Yours is much better though, I figured I'd post to see if it will provide you with an idea or two.

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    Default Re: [3.5] Parry - basic combat action/"attack" option

    @Narmy: I was indeed intending a size system. If that's not how it cam across, that's my fault.

    @Rizban: Rapier needs a parrying bonus, definitely. As a general rule: blunt weapons are bad, swords are good, axes are okay, spears are good. And that's pretty much everything in the SRD. Unfortunately, you can't do it by type because blocking with an axe (slashing) is significantly different than a longsword (also slashing).

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    Default Re: [3.5] Parry - basic combat action/"attack" option

    This is something I think I'm going to actually implement in my next campaign. Consider this yoinked and loved. It's a great and elegant addition to the combat system, and I love it. Top-notch work, really indeed.

    All that I say applies only to myself. You author your own actions and choices. I cannot and will not be responsible for you, nor are you for me, regardless of situation or circumstance.

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    Default Re: [3.5] Parry - basic combat action/"attack" option

    I really like the idea of parrying, because I like fighter like characters, and they need to do cool things too.

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    Default Re: [3.5] Parry - basic combat action/"attack" option

    This idea brought to you by the opinions of previous posters, and one Lone Commoner.

    You could go with a reverse size system.


    Small = +1 Size Bonus to parry.
    Large = -1 Size Bonus to parry. (Well, penalty, not bonus, but you get the point.)

    This could represent the weapons weight, and how easy/difficult it is to actually maneuver the weapon itself into position and manipulate it in such a way to parry an opponents attack.

    Light weapons would be easier to handle, where as heavier ones would be more difficult.

    Then aside from that you'd have the actual weapons parry bonus/penalty itself.

    So I'll just take a random number, +2.

    We'll go with a Fencing Sword (Rapier, whatever.)

    +2 bonus to parry an attack, however this blade is small sized. Therefore it gains an additional +1.

    Small Fencing Rapier = +2 Rapier Bonus, +1 Size Bonus.
    +3 Parry Bonus.

    Large Fencing Rapier = +2 Rapier Bonus, -1 Size Bonus.

    +1 Parry Bonus
    Last edited by Narmy; 2009-12-24 at 12:12 AM.
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    Default Re: [3.5] Parry - basic combat action/"attack" option

    Adding in modifiers like that for weapon sizes and such just seems a bit complicated. I really wanted to keep this system relatively simple, on par with the other special attacks (except grapple ).

    If certain weapons are to have bonuses to parry, then it should just be appended to the weapon description rather than trying to create some sort of vague overarching rule too try to cover everything.

    [hr]
    Based on the weapon list in the PHB, this is my solution:


    When using one of the following weapons, you get a +2 bonus on opposed attack rolls made to parry an attack.
    • Dagger
    • Quarterstaff
    • Sword, short
    • Rapier
    • Sai
    • Axe, orc double
    • Sword, two bladed
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    Default Re: [3.5] Parry - basic combat action/"attack" option

    What about for Pathfinder >.>
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    Default Re: [3.5] Parry - basic combat action/"attack" option

    Narmy: Good basis for a system, but i think one thing that I outlined in a previous post should probably be represeted. For simplicity, let's assume that blocking with a slashing or piercing weapon (swords, spears, and axes) are the basis of the activity of parrying, and thus receive no bonus or penalty. However, I think that a good add-on to your system would be a penalty of -1 (2?) to parry attempts with a bludgeoing weapon. A hammer/morningstar would be significantly harder to use to deflect an attack, not because of its size, but the nature of the shape of the weapon itself.

    Edit: Ninja'd

    Rizban: The point of my post, and, I believe, Narmy's, was to make a general system to adjudicate bonuses. While I completely agree with your list, it makes it very annoying to use a simple concept (parrying) and apply it to other sources (different weapons not from the PHB) and other systems (Pathfinder).

    Edit 2: Spears?
    Last edited by FlamingKobold; 2009-12-24 at 12:29 AM.

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    Default Re: [3.5] Parry - basic combat action/"attack" option

    Except that weapons such as the quarterstaff are actually quite good for blocking and parrying. You still can't categorize by damage type.


    Edit:
    Quote Originally Posted by Narmy View Post
    What about for Pathfinder >.>
    I don't play it, nor do I have the book.
    Last edited by Rizban; 2009-12-24 at 12:27 AM.
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    Default Re: [3.5] Parry - basic combat action/"attack" option

    Actually, If you play 3.5, and don't want to play 4.0.

    You mine as well upgrade to pathfinder. It's the next best step for 3.5 (4.0 is not the best, IMO) But hey... whatever Back to the topic at hand after a short message from our sponsors.

    As for an SRD. Official SRD link below.
    http://paizo.com/pathfinderRPG/prd/index.html

    There are also a few fan made SRD's.

    Aside from that, the conversion of this system into Pathfinder is QUITE easy.

    In fact, there is almost no change at all, perhaps even none.

    Grappling is just replaced by CMB/CMD. Tis all.
    Last edited by Narmy; 2009-12-24 at 12:36 AM.
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    Default Re: [3.5] Parry - basic combat action/"attack" option

    I like. I think the penalty when used against melee touch attacks is necessary balance wise, although I don't think it makes much sense. I think this system makes melee types stronger, especially those that have poor armor or in a low magic setting, but that is probably a good thing. I know it sounds ridiculous but there should probably be feats that allow you to parry things like rays or other spells. This would help melee types deal with spellcasters and would be pretty cool.
    Edit: There was some mention of Pathfinder. The core rules are ogl I believe, so you could check it out, but I would urge you to check out some of the 3.5 modifications on this site like d20r if you are still using 3.5 but want more balance etc.
    Last edited by Drolyt; 2009-12-24 at 12:38 AM.

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    Default Re: [3.5] Parry - basic combat action/"attack" option

    Why can you not parry disarm and sunder attempts on your weapon?

    Also I might be inclined to allow disarm attempts within the parry rules.

    Also there should be a (High BAB prereq) feat to allow you to use the parry rules to deflect ranged touch attacks. Using a sword to deflect pew-pew lazerz isn't that uncommon in more cinematic fantasy.

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    Default Re: [3.5] Parry - basic combat action/"attack" option

    Quote Originally Posted by Drolyt View Post
    I like. I think the penalty when used against melee touch attacks is necessary balance wise, although I don't think it makes much sense. I think this system makes melee types stronger, especially those that have poor armor or in a low magic setting, but that is probably a good thing. I know it sounds ridiculous but there should probably be feats that allow you to parry things like rays or other spells. This would help melee types deal with spellcasters and would be pretty cool.
    You'd better be using a magic item for that sort of parry........
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    Default Re: [3.5] Parry - basic combat action/"attack" option

    Quote Originally Posted by Latronis View Post
    Why can you not parry disarm and sunder attempts on your weapon?

    Also I might be inclined to allow disarm attempts within the parry rules.

    Also there should be a (High BAB prereq) feat to allow you to use the parry rules to deflect ranged touch attacks. Using a sword to deflect pew-pew lazerz isn't that uncommon in more cinematic fantasy.
    Well, sunder attempts can't be parried, because you're sticking your weapon out to get hit... which is what your opponent is trying to do.

    Disarm attempts can't be parried, because disarm and sunder are about your only options when you come up against a guy who parries.

    Sunder makes some amount of logical sense, and Disarm is there from a balance perspective.
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  27. - Top - End - #27
    Dwarf in the Playground
     
    ClericGuy

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    Default Re: [3.5] Parry - basic combat action/"attack" option

    Trying to see if I remember the system after reading it once.
    I'm going to parry the attack of Enemy 1
    He has an attack roll total of 16.
    I make a parry check, and I have the Improved Parry feat. So no -4 for me.
    I am using a quarterstaff double handed. Sooo, +2 Bonus, d20, and my dexterity? Correct?

    We'll say 13+2,+4 = 19.

    I parry his attack >.>?

    How Pathfinder Works for the Sunder, Disarm, and Grapple.

    Replace with CMB, and CMD.

    Combat Maneuver Bonus (Base Attack Bonus+Strength+Size)
    Combat Maneuver Defense (10+Base Attack Bonus+Strength+Dexterity+Size)


    Quick Explanation on CMB, AND CMD.

    If I want to Grapple, Disarm, or Sunder anything. My CMB check has to beat their CMD.
    Last edited by Narmy; 2009-12-24 at 12:56 AM.
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  28. - Top - End - #28
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    Default Re: [3.5] Parry - basic combat action/"attack" option

    My parry system wouldn't work under the system you're describing, because you're making a roll against their attack roll. If the enemy makes a good attack roll, it should be harder to parry. The CMB/CMD thing doesn't really reflect that.

    The only real way to adapt parry to fit with that system is to make a CMB check vs their CMD substituting their roll for 10 in the formula. But then, that defeats the purpose of having the CMB/CMD system completely, since you're ignoring the system anyway. You might as well just drop the 10 from AC and roll that every time instead and call it parrying.
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  29. - Top - End - #29
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    Default Re: [3.5] Parry - basic combat action/"attack" option

    Quote Originally Posted by Rizban View Post
    When an opponent attacks you in melee range, you may attempt to parry a single attack from that opponent before you know whether or not the attack is successful. This attempt counts as your attack of opportunity for the round.

    When you choose to make a parry attempt, you make an attack roll at a -4 penalty as a opposed roll to your opponent's attack roll. If you beat your opponent's total, you have successfully parried his blow, causing him to fail to hit you. If you fail to parry the blow, you are off balance and are easily hit. Your opponent automatically hits you when you fail to parry, even if he wouldn't normally overcome your AC.
    Hmm

    I think you should not be able to parry while flatfooted. That would also make feinting in combat an option againest parry focused builds.

    Also automatically getting hit is a bit odd especially if it's a dodgy attack roll that wouldn't be enough to get through your armour.

    Perhaps failing to parry treats you as flatfooted for the attack you attempted to parry. You're skilled failed you opening you up to attack but your armour might still protect you(though you wouldnt wanna rely on it too much)

    Well, sunder attempts can't be parried, because you're sticking your weapon out to get hit... which is what your opponent is trying to do.

    Disarm attempts can't be parried, because disarm and sunder are about your only options when you come up against a guy who parries.

    Sunder makes some amount of logical sense, and Disarm is there from a balance perspective.
    I find it odd that a parry is using your weapon to manipulate an opponents weapon and you can't use your skill in that regard to defend your weapon againest attack Though balance considerations should still apply hmm

    Added:
    Quote Originally Posted by Rizban View Post
    My parry system wouldn't work under the system you're describing, because you're making a roll against their attack roll. If the enemy makes a good attack roll, it should be harder to parry. The CMB/CMD thing doesn't really reflect that.

    The only real way to adapt parry to fit with that system is to make a CMB check vs their CMD substituting their roll for 10 in the formula. But then, that defeats the purpose of having the CMB/CMD system completely, since you're ignoring the system anyway. You might as well just drop the 10 from AC and roll that every time instead and call it parrying.
    Rolling AC also benefits the lesser armoured more than the heavily armoured making it less useful for the tanks and more useful for the squishies
    Last edited by Latronis; 2009-12-24 at 01:07 AM.

  30. - Top - End - #30
    Barbarian in the Playground
     
    Kobold

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    Default Re: [3.5] Parry - basic combat action/"attack" option

    Here is a list of parry-related feat (including yours, with tweaking)

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    Improved Parry [General, Fighter]
    You are adept at parrying your enemies' attacks with your own weapon.
    Prerequisites: Dexterity 15, base attack bonus +1
    Benefit: Your penalties on attack rolls made for parrying attempts are lessened by 4.
    Normal: See Parry.
    Special: A fighter may select this as one of his fighter bonus feats.


    Greater Parry [General, Fighter]

    You are a master at parrying attacks against you.
    Prerequisites: Dexterity 17, base attack bonus +3, Combat Reflexes, Improved Parry
    Benefit: You may make as many parry attempts each round as you have attacks of opportunity.
    Special: A fighter may select this as one of his fighter bonus feats.


    Riposte [General, Fighter]
    Your combat skills have progressed to a point where you may parry a blow and immediately respond with an attack of your own.
    Prerequisites: Dex 15, base attack +6, Combat Expertise, Improved Parry
    Benefit: When you successfully parry an attack, you may immediately make an attack against the opponent you just parried at your full base attack bonus. This is an immediate action that does not consume an attack of opportunity for the round.
    Regardless of the number of parry attempts you can make in a round, you can only make a single riposte.
    This feat does not give you extra attacks of opportunity during a round or allow you to make an attack of opportunity when you would be denied one for being surprised, helpless, or in a similar situation.
    Special: A fighter may select this as one of his fighter bonus feats.


    Improved Riposte
    You have the ability to fend off hords of enemies with just a blade by blocking their attacks and responding with your own
    Prerequisites: Dex 17, Riposte, Base Attack Bonus +9
    Description: There is no limit to the number of times per round that you can perform a Riposte. Moreover, you may Riposte the same enemy multiple times and may perform a Riposte after parrying and adversary's Riposte.
    Special: A fighter may select this as one of his fighter bonus feats.


    Block Arrows
    Arrows bounce are deflected from hitting you by your whirling blade
    Prerequisites: Dex 15, Improved Parry
    Description: You may use a parry attempt to deflect small, material projectiles. You gain an additional +6 bonus on this attempt, whic stacks with that of Improved Parry. If you succeed by 10 or more, you do not use an attack of opportunity. For every projectile successfully deflected in a round, you gain a +1 bonus to deflect other projectiles fired by the same enemy until the beginning of our next turn.
    Special: A fighter may select this as one of his fighter bonus feats.


    Hidden Riposte
    After parrying an attack you use your off-hand weapon to perform a Riposte
    Prerequisites: Dex 17, Riposte, Sneak Attack +1d6, Quick Draw OR TWF
    Description: Instead of performing a normal riposte, you may use your off-hand weapon to strike your opponent. Your enemy is treated as flat-footed and cannot parry your attack. If you have the TWF feat, you gain a +4 bonus on the attack roll. If you have the Quick Draw feat, you only take a -2 penalty for the off-hand attack if you use quick draw to draw the weapon immeditely before the Riposte and drop the weapon afterwards.
    Special: A fighter may select this as one of his fighter bonus feats.


    Press the Advantage
    As you parry and Riposte, you move yourself and your foe across the battlefield.
    Prerequisites: Riposte, Pressing Attack
    Description: After successfully making a Riposte, you may move your opponent 5 feet in any direction. You may also take a 5-foot step in any direction without provoking any attacks of opportunity. This step does not count as your normal 5-foot step for the round.
    This step does not count as your normal 5-foot step for the round.


    Pressing Attack [General]
    You are skilled at taking every advantage and keeping your opponent on the defensive.
    Prerequisites: Dexterity 15, Combat Reflexes
    Benefit: If an opponent you threaten takes a 5-foot step into a square you do not threaten, you may take a 5-foot step as an Immediate Action into an unoccupied space where you will again threaten the opponent. If there are no unoccupied spaces or you can not move into a space that threatens the opponent who just moved, you may not take the 5-foot step. This step does not count as your normal 5-foot step for the round. This does count as an attack of opportunity.


    I'll add more after the holidays.

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