atgxtg said:
THe thing is that your defense is less based upon your skill and ability and more on your equpment. Most of the time, an incompent lunkhead, with Shield 05% carrying a big shield gets a better defense that Rusk Runerapier with Rapier 150%.
How about your parry AP =1/20th of your skill, with a modifer from weapons (Say weapon AP-5)?
Don't know if you missed my post with the revised version, which takes into account of skill (more than anything else), even though equipment plays a part in it all (as it should to a certain degree).
> Base amount you parry is weapons AP.
> When you make a Successful Parry Roll, the 10's are converted to 1's. So a character with 50% skill that rolls 40% gets a 4. This is added to the base amount you parry. Weapons AP + 4. For an AP 3 weapon this would be a total of 7 AP.
> For each 10% you have above 100% in skill, you automatically block 1 additional point. So your character with 150% skill would have +5 AP bonus, before he even rolls.
Now, an example;
> Character with 150% Skill, Weapon that as 3 AP.
> He rolls to parry, and succeeds, rolling 86. Which becomes 8 points.
> Total amount of damage blocked; Weapon AP3 + 5 (because he has 50% over 100%) + 8 from his parry roll, for a total of AP 16.
That is a lot of damage he blocks. Probably enough to ignore the damage by a blow from a troll with a twohanded mace.
You still think it is a bad solution?
However, I still think your idea is a very good one. 1/20 of your % + Weapon AP gives you a permanent AP value, which is faster to use than the variable I suggested.
A character with 120% would parry 11 + weapon AP of damage.
This is a solution my players probably would prefer. It has the advantage of speed.
My solution has the advantage that how much damage you parry are partially variable, and allows for a bit more exitement when you roll your parry roll, to see if you are able to survive the onslaught of a troll with a great club. But it is not nearly as fast.