The Core Rules of Parrying
COMBAT IN THE Advanced Dungeons and Dragons 2nd Edition game is a very odd thing. It is highly abstract, rounds last for about 1 minute. Some times, for a variety of reasons, players want to focus more energy on parrying, or deflecting enemy blows with your weapon. This has always been an optional rule, because it can complicate things, and I’ve seen lots of tables play home-brewed parrying methods that were completely broken, complicated, and generally, unfair. The system does offer a variety of different systems to solve these little dilemmas, and I find that they work much better then clunky house-rules.
THE COMBAT ROUND EXPLAINED
The 2e combat round is roughly 1 minute. This is done to help us measure spell casting times and spell durations. One turn is 10 rounds, or ten minutes. Now many players think that this is too long of a time to be realistic, but they are basing this opinion on a false assumption, this assumption being that all blows and attacks made are accounted for, and they aren’t.
During a combat round, you are making several attacks, but only a few (# of Attacks per round) are going through the opponents defenses. He is constantly parrying your blows, as you are also countering many of his attacks. The only weapons where every attack is accountable for are missile weapons. This is why, when a thief enters melee combat with a warrior, the warrior has more attacks then the thief, the warrior is just a better fighter and is capable of delivering a telling blow.
Parrying naturally happens, unless a character chooses specifically NOT to parry, such as a magic-user casting a spell, and this is where you are totally compounded by parrying rules. How do you reflect this in regards to an enemies THAC0? I would say that he is being protected by his peers. They are staying near him, hopefully, and protecting him, but we really don’t want to think of what would happen if an enemy breaches the wizards defenses while he’s completely open to attack, fizzling his spell and forcing the lose of it is punishment enough without outright killing him as well. That isn’t fair, nor fun for anybody, and once the players have this strategy used against them, then they’ll naturally employ it themselves and wizards will be even more easier to slay, nor will they represent the threat that we need them to for our stories.
This is why parrying rules aren’t present in the system. But if we forget this dogma, then we should still stick to the rules, or at least as close to them as possible. Choosing not to parry gives you the worst Armor Class (AC) possible, 10. Once the spell has fizzled, the wizard is free to move again, and his defense is back to normal. Perhaps great magical forces protect him from being slain, who knows? We don’t need/want to understand magic too completely else it will lose its charm.
Why all of this happens really doesn’t matter, the fact that it must is what really counts. It isn’t that big of a request, nor out of line, for a player to want to hold all, or some of his attacks to focus more on Defense.
For this article, I want to point out that the best AC that any character can have is –10, and I am including Rangers and Paladins in the Fighter Class.
PARRYING RULE #1
This is the most common, and the most fair for everybody involved. Choosing to not attack that round, and focus on Parrying improves your AC. Cleric, Rogue, and Mage classes who give up all attacks gain a bonus AC of half of their level.
We’ll always be rounding fractions down, but the AC will always be improved by at least 1. A 10th level cleric who chooses to parry will improve his AC by 5. Thus, if he has a current AC of 4, by parrying he drops his AC to –1.
Now, if the character is a fighter, he is much better at parrying. Makes sense, right? The fighter improves his AC by half of his level +1, thus, a 7th level fighter with an AC of 2 can improve his AC by 4, giving him an AC of –2.
All attacks and other actions must be sacrificed to parry, a fighter can’t simply say that he is going spend 1 attack on parry. A character cannot move, drink a potion, or do anything except for parry enemy blows. Parry is also only effective against front and front-flank attacks. It doesn’t work against ranged weapons or spells.
Naturally this is quick and easy, thus making it an awesome optional rule which has been approved by the core rules. This is the method that you want to use under most circumstances, but what do you do if you want to have a highly dramatic sword fight between a hero and his most hated rival in the flavor of your favorite Movie?
PARRY METHOD #2
This method is much more complicated, and comes from The Complete Fighter’s Handbook. In this method, again, before initiative is rolled, the player must declare that he is going to parry. A fighter, under this system, will be using his attacks themselves to attempt a parry. The fighters weapon is counted normally, however a shield grants the fighter a +2 to hit.
In this system, a fighter can pick which attack he is going to parry, and treat the parry as an attack. As soon as the enemy scores a hit, the fighter throws an attack die against the attackers AC, if he scores a hit, the blow is parried.
A magic shield does grant its defensive bonuses to parry, as do magical weapons, but they do no damage.
Now, under this system, there are additional rules and allowances: A polearm can parry an enemy polearm, even if it is attacking another character; and if a character who is using a missile-weapon, such as a bow, and is successful, the weapon is destroyed.
Now, this is clearly a more clunky and clumsy system. Overall, the best one is the first, but if you want to add a bit of drama, then using this is definitely worthwhile. Both the players and the DM have to know what is going on before this system is used as an alternative. That just wouldn’t be very nice! Also talk to the players, or the DM and get a chance to play test this method before you rely on it to solve a major fight scene. It is clunky, and you might want to throw some more rules into it to kind of flesh it out and make it do what you need it to do.
It can make a fight very dramatic, especially if your villain has more attacks then the hero does, but the negative side is that it does take longer to decide and can isolate the rest of the players if not playing 1-on-1 so we’ll always want to keep the other players busy as well. Used once in a while, and only for specific characters, this method works fine! But not on a full-time basis . . . at least not for me, but you and your group might be different.
MODIFIERS TO PARRYING
There are some weapons which were designed to make parrying easier. These should be factored into whatever rule that you are using, simply holding a parrying dagger in your off hand can equal the same AC as a shield, and can fall under the same rules; or if you are using method #2, you can give them a bonus of +1 to parry.
Of course we have to control damage caused by exploiters who try to “win” the game, if the player tries to use a Buckler and a parrying weapon in his off hand, he must choose to benefit from one or the other, not both. No system is perfect, but both of these are supported by the AD&D 2e rules.
Bonus Link:Magical Parrying
Monday, April 06, 2009
|
Labels:
combat
|
-
Misc. - I've made it up to the mountains again. It's quiet and cool and I've seen quail already. I plan on doing some hiking. If I get a chance to just sit and ...20 minutes ago
-
Lost in PA - Sometimes I don't understand people. I was walking through the office on Thursday and I saw my boss lady putting a bunch of items in a box. She has sever...3 hours ago
-
Minor Organizations - So previously I covered the major organizations, but there are a few minor organizations that players will probably come in contact fairly frequently: T...3 hours ago
-
typical PC behavior - I just discovered recently that my local library has *Red Dwarf* in the DVD section and I've watched 9 series of it in the last three weeks.6 hours ago
-
-
Recruiting 101 for an RPG villain - Many Dungeons & Dragons villains have entourages of evil humanoid followers, especially at low experience levels. That circumstance may not matter much in ...1 day ago
-
Skull House / FrightFeast - Another typically scummy (but fun) *Superior Publishers Limited* tale about hee-heein' and gaaa glurgin' people to death or something, from the May 1954 is...1 day ago
-
Open Friday: "Niche" Games - Last night I had the chance to play my first session of *Dungeon Crawl Classics* (I'll talk about it at greater length tomorrow) and I had a blast. As I sa...2 days ago
-
History of Dice - Kilgore is not a big dice fanatic like so many oldschool gamers, but History of Dice at Awesome Dice blog is definitely worth a look. And the discussion in...2 days ago
-
D&D Next in a nutshell - I've been privy to the D&D Next playtest notes for a few months now, but since they're public, I can say finally what my ongoing impression of the new rule...2 days ago
-
Chaos My Ride - I postulated a theory on Google+ just now: if you put the word "Chaos" before any animal, monster, or mythical being, it instantly makes it sound cooler. ...2 days ago
-
Writing Contest: Reap What You Sew - In the footsteps of my flash fiction of last week, my friend Leah teamed up with author Joseph Devon to host a writing contest... about sewing. Can you tak...3 days ago
-
Ill Met in Dietershafen - Tonight was the first real session of Warhammer Fantasy Roleplay. (2nd edition) It was pretty laid back and mostly improvisational. I introduced a few plot ...4 days ago
-
-
Why Won't Whistler Call? - Why Won't Whistler Call?: Today is Mother's Day. If you're fortunate enough to have one, call her. She's wanting to hear from you, I'm sure. If you are a m...2 weeks ago
-
Where has she gone? SALT? - I'm over at Google+ most of the time. I'm running five nights a week, or more. I'm in friends' games, including Reed Decker's Boot Hill, Ghost orbit, C...3 weeks ago
-
You Say "Industry," I Say "Potato!" - Recent discussion about Monte Cook bowing out of the development of 5e has lead a certain someone to declare that her initial decision to not care about 5e...4 weeks ago
-
FINALLY! - It's about bloody time Google started working again! I will have a new gaming post up asap.3 months ago
-
OSFest 5’s Program Participants (3) - It takes a lot of hard work on the part of a lot of folks to pull off a really great convention. The Omaha Science Fiction Education Society (the parent o...4 months ago
-
-
Unchained and out on the Mean Street(s) again. - In the wake of some recent (mediocre) tuneage from the yet-again reunited VH/DLR combo, I feel the need to post the following old school masterpiece for yo...4 months ago
-
First Session Winter 2011 - We got back to it yesterday...And here's a brief look at how it went: The girls started off in Sandpoint (where we left of before), and decided to spend t...5 months ago
-
Fin. - This blog is no longer actively maintained. This blog was a personal journey and exploration of an old guy who loves playing OD&D (Original 1974 D&D), AD&D...6 months ago
-
Apocalypse World: Mis’igan - I’m still tweaking the map and need to add some additional labels, a frame, etc. but here’s the nearly finished map of Mis’igan, the setting of our Apocaly...7 months ago
-
-
Descendants of Ancient Urthos: Prologue: You find yourself in a ship... - (Drellis) In the dimly lighted room of the ship's bridge a flurry of activity whirrs around you. Three mechanical sphere shaped creatures quickly shouts i...2 years ago
About Me
- Ripper X
- I enjoy writing, and have played since 1993. I'm married to my best friend, with two children. Favorite Character Class: THIEF
Blog Archive
-
►
2010
(15)
- ► March 2010 (5)
- ► February 2010 (6)
-
▼
2009
(124)
- ► December 2009 (3)
- ► November 2009 (4)
- ► October 2009 (6)
- ► September 2009 (4)
-
►
August 2009
(14)
- Chapter I: The Goblin
- New Project to begin soon
- Reversing as Story Element
- Medusa Cactus
- Low Level Adventures & Monster Treasure
- Villisca Axe Murder
- Exploring Specialized Fighting Styles
- Plants, Dangerous: Fear Weed
- Societies and Factions in the D&D World
- Different Fighting Styles for Different Classes
- Thief Skills for the Masses
- More 2e Love
- RPG Blog Carnival: Conventions, Ren Fairs, Carniva...
- Books as Treasure
-
▼
April 2009
(15)
- Half-Orc Player Character Race
- Alternatives to Critical Hits Rules
- NWP Boating
- Enforcing Training Rules Quickly and Fairly
- Creating New Spells Easily
- Add-in #8: The Pegasus Book Shop
- Handling Horse-flesh
- Montly Expenses Made Easy
- Pet Peeve: Detect Alignment
- Alignment As Adventure
- 0-TH LEVEL SKILLZ & FAKING IT
- The Core Rules of Parrying
- New Look!
- DM's Guide Generating Shops
- Rules for Cover & Concealment
- ► March 2009 (14)
- ► February 2009 (5)
- ► January 2009 (10)
-
►
2008
(74)
- ► December 2008 (3)
- ► November 2008 (4)
- ► October 2008 (5)
- ► September 2008 (4)
- ► August 2008 (4)
- ► April 2008 (18)
- ► March 2008 (5)
4 comments:
Golly, that's why I went back to the simpler games. Whew!
Thanks, though. You refreshed my memory on some of it and taught me other bits from my late-80's/early-90's days.
Good info, thanks for posting it!
In my homebrew, which is d20-based, players using the full-attack option (that is, not moving) that have some training in the parry skill can choose to use one of their two "attacks" to parry a shot from an opponent.
They roll a d20, compare it to their parry-skill score, and if they've bested that, the parry is successful.
These rules do come in handy for a variety of reasons. Deciding jousts and contests of skill, or for strategic reasons (goblins forming a blockade while pears attack with polearms from behind), so these rules are used under specific circumstances. Most folks try to home-brew it and it becomes overly complicated and clumsy.
Thanks for the feedback everyone!
I've never tried to come up with a consistent rules set for parrying; I find that too many situations come up that just don't work. For instance, how can a man sized character parry the axe of a frost giant, or the massive talons of a red dragon? I could also see myself telling a PC with a dagger that he can't parry an opponent with a halberd. I think I'll just stick with the abstract system outlined in option #1. Now, I haven't played the 2nd edition of AD&D in probably ten years, but I seem to recall that Warrior types were much better at parrying than (1/2 level +1). I don't have any 2nd ed books to check anymore. I'll probably allow parrying of this sort next time I run AD&D1.
Post a Comment