If you can't parry unarmed then unarmed should not have been given a defensive length. By doing so it presumes that you're using the rules for that length. The qualifications for doing so are not made clear at all by the rules.
To someone intimately familiar with the book design it may seem obvious but most people aren't going to associate parrying rules with the Formidable Natural Weapons section of the book. That kind of backwards logic is what causes problems like, "Well, the book doesn't specifically say I can't do it so it must mean that I can". Or having a 7-8 page thread on a basic game mechanic that still appears to be causing confusion.
A quirk of the RQII combat system is that there really is no "reactive" defense. Evertything is a conscious and specific decision. In real life, whether you're studying boxing, fencing, or some obscure Polynesian martial arts, you learn and repeat the same moves over and over and over so that you can perform those moves reflexively so that when the time comes to parry, block, whatever, you don't specifically think about it, you just do it. RQII doesn't reflect that at all, IMO. In fact, I would argue that the CA/CM ruleset is the antithesis of this
So it doesn't help to be told to go with what "makes sense" when "making sense" went at least partially out the window from the get go. Nor is it helpful to be expected to extrapolate designer intent for basic rules from other, more obscure, sections of the book. I would expect rules for fatigue, for example, to be in a section labeled fatigue, combat or actions. I'm not going to looking for it in the equipment section under food rations event though that might be peripherally related.
I shudder at the difficulty a gamer with no RQ experience would have trying to make sense of the rules as written (without having to troll through dozens of forum threads and S&P articles).
jolt