After a number of variations, questions, trials and possibilities...
It seemed as if the most favorable ruling for allowing a melee weapons skill to effect parry is:
1/2 your weapon skill (rounded up) can be added to your attempt to parry with that weapon while you are using it.
A skill of:
+1 or +2 = +1 to parry
+3 or +4 = +2 to parry
+5 or +6 = +3 to parry
Fencing (as a skill using foils/rapiers/sabres) remains unchanged as does the possibility of those weapons breaking when being used to parry.
This keeps the rules simple and clean, without adding new mechanics. modifiers or undue mathematical complications, charts, etc. Second, it keeps Fencing a valuable potential skill but still allows for skilled weapons use of other types of melee weapons to impact defense.
I watched a few videos that showed wood clubs parrying swords, axes parrying spears and daggers parrying spears, swords and maces. So my own hang-ups regarding weapon vs. weapon seems to be unfounded. Give it a shot and let me know your own thoughts, they are always valued.
It seemed as if the most favorable ruling for allowing a melee weapons skill to effect parry is:
1/2 your weapon skill (rounded up) can be added to your attempt to parry with that weapon while you are using it.
A skill of:
+1 or +2 = +1 to parry
+3 or +4 = +2 to parry
+5 or +6 = +3 to parry
Fencing (as a skill using foils/rapiers/sabres) remains unchanged as does the possibility of those weapons breaking when being used to parry.
This keeps the rules simple and clean, without adding new mechanics. modifiers or undue mathematical complications, charts, etc. Second, it keeps Fencing a valuable potential skill but still allows for skilled weapons use of other types of melee weapons to impact defense.
I watched a few videos that showed wood clubs parrying swords, axes parrying spears and daggers parrying spears, swords and maces. So my own hang-ups regarding weapon vs. weapon seems to be unfounded. Give it a shot and let me know your own thoughts, they are always valued.
Maybe weapons should have a Parry mod? This gives you a reason to use some of the lighter and mid-range weapons instead of opting for the most damaging weapon your ST allows.
ReplyDeleteAlso, maybe just use the skill for the parry? Simplicity is key and no table/chart is required. Yes this leads to the occasional stalemate between equally skilled opponents as attack is countered by successful parry but that's how it works in the real world.
ReplyDeleteI think weapons parry mod's get a bit to crunchy for my own liking, though you should follow your bliss if it is something you would like to use!
ReplyDeleteI did consider a parry skill a straight parry skill, and that certainly is clearer than 1/2 weapons skill. What I like about the 1/2 weapons skill is that it does not require "knowing" a new skill to do it.
What do you think?
i'm very late to the party here. my apologies. i have to ask why an alternative was even sought? it would seem to me that one's weapon skill would fully transfer into parrying. however, it does seem to me that a parry should not be as effective at stopping damage as a dodge or shield block. here's what i plan to use:
ReplyDeleteA defender wielding a melee weapon may use to block damage from a striking attack by passing 3/DX. If successful, the attacker uses one less die when rolling for damage.
i like the chance of a broken weapon for Fencing. i think that should apply to Swords and Pole-arms as well. but it seems like tom-foolery to allow a rapier or saber to be broken by a dagger while parrying. what seems to show promise for me?
on a successful parry, there is a chance that the lighter weapon involved may break.
this could be the defender's weapon or the attacker's weapon. i would make daggers immune to breaking.