I'm just wondering if you have something workable. Nagual wrote:This goes into general discussion, because I don't care from what edition or houserule or even from an entirely different RPG your rules on the matter come. It does however give the blocking person the advantage of being able to attack the person that got blocked first on the next round no matter what initiative is rolled. It also stops the blocking person from attacking this round. The partial allows the parrying combatant to still attack but at a negative.īlock requires either cover or a shield to block the attack but negates all chance to hit the person being attacked. The full Parry gives a bonus to the skill (read "To Hit") but the person using it loses their attack this round. There could be two level of Parry full and partial. You just compare the relative "To Hit" bonus between the two people fighting and the higher one wins, with the Parry stopping one of the opponents attacks. You can rule that Parry only works verses weapon attacks and not monster natural weapons. Parry is a good way to keep attacks from hitting you but it requires you to be better than the person you are fighting. You may want to also allow that bonus to Saves from area affect spells. In Basic I'd say nothing more than +2 or +3 at most. How about this for Dodge, you sacrifice your attack to add a certain amount to your armor class. Maybe you can sacrifice the shield in exchange for an automatic save and half damage? Do you get to decide after you've rolled the save, or do you have to choose before you roll? We can go crazy with this and say that shields crafted from the wood of the rowan tree can be sacrificed for a successful save versus any spell, even those that don't deal damage directly.įor a real cinematic feel, I would allow both a parry attempt, and then allow a "SSbS" splintering if the parry is unsuccessful. What about magic? Should a shield ward you against the ferocity of a fireball or a lightning bolt? My instinct is to say yes, but that makes a shield incredibly valuable, and takes a lot of the sting out of those spells. It's quick, it's easy, and it's valuable. The shield is shattered and must be discarded, but you don't take any damage from that hit. However, any time you take damage, you can opt instead to say your shield absorbed the force of the blow. With my houserule, you get the usual -1 to your AC with a shield. For block, I would use the "shields shall be shattered" rule that some guy on his blog made up.anyone have a link? Or simply use rule #2 and assume the shield is broken on a 16+ in the above example.Įdit: here it is Shields Shall be Splintered for #2 instead of breaking the weapon, the PC is considered to be knocked prone/tripped. This rule would work with a 'dodge' type skill. The CHAINMAIL rules specify weapon speed 4 or more faster than the attacker for a chance to counter attack, for Ad&d you can use this rule and use the easier one for basic d&d). If the attacker originally required a 16 to hit, but now needs a 20, then any roll of 16+ breaks the defenders weapon, even if the parry is successful.ģ) if the defender is using a dagger (either in the main hand or off hand if dual wielding), then a successful parry grants the defender a counter attack. I mean there's a reason it's called Advanced Dungeons and Dragons.ġ) You forgo your attack and -4 from your opponents attack roll (in CM it's -2 on a 2d6 attack roll, so it should be -4 on a d20)Ģ) If the attack exceeds the original requirement to hit, the weapon is broken.Įg. Afterall, the CM man to man rules are the basis for advanced dungeons and dragons combat. You could borrow the rules from CHAINMAIL.
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