You're only considering the 'success' side of the equation; the balance comes out when you fail - Fail at dodging and you
wartorn said:
absorb 2 points of damage; fail at parry and you absorb 10 - your left arm thinks that is significant!
No, no. Fail at dodging at you take
minimum damage from a failed attack, reduced by armor. Fail at parrying and you take full damage,reduced by your parry AP and armor. Translation Dodge is better than Parry. THat is why the chart doesn't work and the text doesn't follow it.
Minimum damage from most weapons is a point ot two. Not enough to get past leather. Hency my concerns over the "grab the biggest weapon and who cares if you make the roll" tactics that the chart would have encouraged. By the chart, skill was secondary to how much damage you can dish out. That is wrong.
wartorn said:
Ok I see the problem now; we differ in our belief about critical parries. I don't believe that is possible unless you include dodging as part of parrying. A dagger can parry a greataxe successfully if the damage rolled (loosely the force of the blow) is low enough.
Yes, it is possible. A successful parry isn't a block. For instance, stepping into an attack is a good way to get past the "business end" of a halfted weapon and deflect the attack. If you take martial arts, I wonder if your style teaches "hard blocking". It is also how martial artistis can deflect sword attacks.
atgxtg said:
I'm just worried about people rushing to grab greatswords and 2H axes and then being able to bash righ through any sort of parry defense. A couple of D6s or D8s backed up with a D4 db is going to get through that 10 points.
wartorn said:
That is a problem - good point. All I can say to that is the system should model other disadvantages of using two handed weapons that would make that alternative have a cost as well; perhaps as simple as not having a shield for your own defence.
THe best way to model it is to let people actually miss. THat is why I am glad they tossed the chart out. The RQ model with two semi-skilled combatants missing a lot is very realistic. Of course movement is actually a factor in every action, too. Combatants step forward, retrat and to the sides in combination with attacking and defending. Not to many RPGs do this.
atgxtg said:
Several reasons. First off, to avoid the knockback effect. Secondly, if the weapon you have to parry with can't take the damage, but you need it for offense. For instance, if you are carrying a rapier and the foe has a greatsword.
wartorn said:
But you are arguing above that parrying should not be penetrated by damage like the rapier in this example. We haven't discussed knockback effects yet; you could say why parry at all if you can dodge and have no knockback?
No I am arguing why parrying is more effective that dodging. If dodging was better there would be no point in lugging around a shield. Techincally, yes a rapier can parry a greatsword. Peroid. Note I said
rapier, not
foil. I own some swords, and not the $49.99 vvariety. A real sword can take the hit and stop the attack. In fact, a showrdsword is probably better at parrying a greatsword than just about any other kind of sword, inclduing a greatsword. Shorter weapons can take the impact better and are less likey to break. THat is one reason why most swords were fairly short until metalurgy advanced. The early bronze and iron broadswords would bend and break when a shorsword would not.
What makes parrying a greatsword with a dagger difficult isn't so much that the dagger will break (try cutting therough a common table knife with woodaxe some day. It's not that easy), but the effect of reach. Generally as the shorter the weapon the less room you have for error.
If you stop and think about it, if you could cut through daggers and small weapons so easily, plate armor would prove useless, since axes and spears would punch right thought it (armor is a lot thinner that a weapon).
wartorn said:
I don't see it as less effective, just 'differently' effective. Parrying is a middle ground proposition - If I succeed I will probably absorb all of the damage and what's left will probably be soaked by my armour; If I fail the armour I'm wearing will absorb a lot of the damage. Dodging is If I succeed I get away clean - If I fail I will absorb very little of the damage and take most of it. Dodging also lets you doff the shield and being more lightly encumbered perhaps have greater movement speed. Tradeoffs, which make things more tactically interesting.
THat is fine if dodging doesn't let you take minimun damage. THe old RQ model of getting nailed if you fail the dodge works. THe get hit for
minimum damage vs. parry for 1xAP doesn't.
atgxtg said:
But realsitcally, the reason why they teach parrying is that is is generally much more effective that trying to dodge. THe foe can swing, cleave, thrust and lunge with his weapon faster than you can probably move your whole body. Parrying is much faster, and a lot less tirring too. Parrying is also less tiring.
wartorn said:
I'm at a disadvantage here having never trained to fight with european weapons; I can tell you from my martial arts experience (some competitive (and not point) fighting) that most standup defense is based on dodging - if you keep bouncing on your feet, dodging is a natural defense which lets you move faster than the other person can attack. But that's martial arts.
Careful. Not all martial arts are the same. While you are stressing dodging, I know some poeple who swaer that the only defense is a hard block. Likewise I knew a guy who took tae kwon do who claimed that the only way to defeat muliple opponenets was to attack agressively and go for crippling blows. An Akidoka had an entirely different approach.
wartorn said:
So - I like the "only 2xAP on success" system so long as 2xAP of shields is sufficient most of the time to absorb an opponent's attack with a one handed weapon. I'm ok with 2h weapons being a counter to this (I imagine that was part of their allure IRL) so long as not having a shield is a disadvantage. Like you I would prefer a system that modelled blocking as a backup defense to a dodge.
THe allure of @H Weapons was generally to get through worn armor, not parry armor. Again, the point of a parry is to deflect the attack not just to block it. I don't mind the 2xAP on a success, providing that the AP to damage ratio is such that a successful parry will stop
most attacks.
I don't like the failed attack going up against 1xAP on the chart though. It promotes big damage weapons over skill. Again, that is why I am glad the chart is gone.
wartorn said:
You prefer a system that always gives you the chance of absorbing the full weight of the blow regardless of the damage (within reason here I assume)
Yes. THat is exactly what I want. That is sort of the point of defense. RQ without the parrying isn't much of a game. You get hit, you get hurt, you drop. Note though that a chance of doing something isn't the same as always doing something. A sucessful shield parry should stop most attacks. Of course you might not have much of a shield left after a few good hits.
wartorn said:
I think the official rules support your view of things and not mine, despite what the chart says. We'll have to wait and see.