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
|
- campaign ideas
- NPC's
- combat
- Miscellany
- encounters
- rants
- Ripper's Gaming Sessions
- monsters
- money and equipment
- Reviews
- pc classes
- magic
- Proficiencies
- Treasure
- Time and Movement
- Sunday Supplemental
- experience
- campaign add-ins
- Alignment
- races
- Mechanic Series
- vision and light
- Ability Scores
- wizard spells
- Supplemental
- priest spells
My Blog List
-
Male Leads, Female Authors - I am currently in the middle of reading CJ Cherryh's really very good *Ealdwood* books - a superior example of the fantasy-knights-slip-into-faerie subge...14 hours ago
-
Star Trek Video Games With Mat Bradley-Tschirgi – Episode 280 – 10/23/2024 - Shane Plays Geek Talk Episode #280 – 10/23/2024 Star Trek Video Games: An Unofficial Guide to the Final Frontier with author Mat Bradley-Tschirgi. There ...6 days ago
-
Hârn Orcs are Wee Rascals - So I've been revisiting N. Robin Crossby's *Hârn* setting, a cool sorta low-magic medieval world that been around since the 80's. Hârn has its own system, ...1 week ago
-
The Unbiased Review - Let the Machines do it! (AI review of ORWELL @2081) - *Hey folks. There's still a pulse in the old blog, if a weak one. I barely get to write nowadays due to being a (relatively) new parent. It's been intens...2 weeks ago
-
Modena Play che trasloca a Bologna e i Settembre dell'Innocenza (Stand by me) - *"Non riuscirò mai ad andarmene da questo posto, vero Gordie?"* *"Puoi fare tutto, basta volerlo."* *(Stand by me - Ricordo di un'estate)* Salve a Tutti, ...4 weeks ago
-
The Mystery of the First Blackmoor Map - In this POST from a few years ago, I was concerned with the issue of scale and distance in Blackmoor in the course of which I attempted to determine the...2 months ago
-
Grimdark vs. Eucatastrophe - Noisms has some interesting ideas in this post about his desire for some depth to his grimdark, and turns to Gene Wolfe and Tolkien for relief. Now, it ...4 months ago
-
Never Have Monsters Make Checks—Just Let the Players Roll - Dungeons & Dragons started with slightly different rules for monsters and player characters. In the dungeon, doors that players left open always swung shut...5 months ago
-
Attronarch's Athenaeum - Over at the forum El Borak mentioned Attronarch in his thread Hirelings, loyalty, and morale which you should take a look at. Attronarch has a website Att...7 months ago
-
Last move - to self-hosting! - As my vote regarding Substack in the “marketplace of ideas”, I’m moving to self-hosting. I’m now at (and hopefully staying for a long time at) Blog: ht...9 months ago
-
Sex-Crazed Falling Stars, Free Weather Magic, and Adventures: News of the Hill Cantons - *Grandma Gaya, the Rav-Witch of High Kezmarok*, seeks the stout of limb and humble of mind in the *obtaining of fallen stars* from an upcoming prophesied ...9 months ago
-
Thanks for your comments, friends! - Dear friends and followers of the blog, Thanks for all your comments over the years. When Google+ opened, I decided to jump on board. Everything got coupl...1 year ago
-
GUARDIANS OSR Superhero RPG- DC Heroics House Rules - It's been a rough year with sickness. But here I am. Let's go. Guardians is a fun little game from Night Owl Workshop games. They have a lot of fun OS...1 year ago
-
Coming Fast! 50th Anniversary of OD&D January 2024 (OGL comments) (& how Wizbro is stupid) - The 50th Anniversary, the 50th Birthday of OD&D is approaching and will be here in January 2024. Wizards of the Coast, instead of preparing for something s...1 year ago
-
Original Dungeons & Dragons Has Its 50th Anniversary In January 2024 (Feb 2023) - The countdown to the 50th Anniversary of the Original Dungeons and Dragons in January 2024 continues. Give the drama with Wizards during January 2023, it...1 year ago
-
I'm In!! The monthly posting challenge leadup to the 50th Anniversary of OD&D in 2024 - I am inspired by this post found here, to be part of the monthly posting during 2023 and 2024 to highlight the 50th Anniversary of OD&D. We were challeng...1 year ago
-
It's been a decade, now... - This is a tough time of year for me. So, with your indulgence, here's this link to a post I did a decade ago... EDIT: I have no idea why it didn't take. S...2 years ago
-
This Blog is now on Indefinite Hiatus - Greetings, I haven’t been able to post except sporadically for a while. I just found out I will need to find a new place to live within the next few months...3 years ago
-
Ind of the Year - The Colors of Magic - On December 1st, there will be a nice bundle of small, indie itch RPGs from around the world called the *Ind of the Year Bundle 2020* that includes *The Co...3 years ago
-
Be The DM, 1 - OK, I've run plenty of games and I've talked with and read the thoughts of many other DM's. One thing is certain; No two DM's are the same. I have seen ...4 years ago
-
The Crowning of King Harold - Here is a spooky story that comes from my latest novel, Lions Red and Gold, available now in digital and dead tree only on Amazon. I post it here in ho...4 years ago
-
MIDLANDS CHARACTER GENERATION - Character development (of Player via imagined formative experiences) in my dog in DMing. Placyer character development is a huge part of my sandbox. I use ...4 years ago
-
Lake Geneva Original RPG Campaign: Merlynd the Magician: A Remembrance of Don Kaye, ... - Lake Geneva Original RPG Campaign: Merlynd the Magician: A Remembrance of Don Kaye, ...: LINK to Description and Ordering: https://www.tlbgames.com/colle...4 years ago
-
Character Concepts: Planescape pt 3 - Part 1 Part 2 Continuing my series on oddball Planescape Faction Personalities... Harmonium Sidby the Stick (LG/halfling/fighter) - Sidby's a good enough b...5 years ago
-
D&D Sling Damage vs. Large Targets - In many early editions of D&D, weapons were assigned two damage values: one for small/medium targets (i.e. man-sized) and one for large targets (giants and...5 years ago
-
Announcing the Contest Winner! (Plus Some Interesting US Coin Facts) - The third semi-annual Save Versus All Wands contest - What is the Value of this Coin Hoard - is over. $1,000 was the winning guess, only a bit below the ...5 years ago
Statcounter
Contact me at Ripx187@gmail.com
Search This Blog
Blog Archive
-
►
2018
(5)
- ► October 2018 (1)
- ► September 2018 (1)
- ► April 2018 (1)
- ► February 2018 (1)
- ► January 2018 (1)
-
►
2017
(39)
- ► November 2017 (1)
- ► September 2017 (3)
- ► August 2017 (2)
- ► April 2017 (6)
- ► March 2017 (5)
- ► February 2017 (5)
- ► January 2017 (4)
-
►
2016
(58)
- ► December 2016 (4)
- ► November 2016 (6)
- ► October 2016 (5)
- ► September 2016 (4)
- ► August 2016 (4)
- ► April 2016 (4)
- ► March 2016 (4)
- ► February 2016 (4)
- ► January 2016 (7)
-
►
2015
(24)
- ► December 2015 (6)
- ► November 2015 (7)
- ► October 2015 (7)
- ► September 2015 (4)
-
►
2010
(14)
- ► March 2010 (5)
- ► February 2010 (5)
- ► January 2010 (4)
-
▼
2009
(123)
- ► December 2009 (3)
- ► November 2009 (4)
- ► October 2009 (6)
- ► September 2009 (4)
- ► August 2009 (13)
-
▼
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
(73)
- ► 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