Why would you want to roll a parry/dodge if your opponent has already missed you? It adds little or nothing to the game other than slowing things down
I see your point.
I do not remember the system we used when that became a real issue. It must have been a system where the choice to parry/dodge had the implication of losing the next action. I think it was and earlier version of WFRP (Warhammer Fantasy Role Playing). If you did parry there ,you lost your next action. Thus your choice to parry or not had a direct impact on your own offensive capabilities. It also just doesn't seem right to raise your shield after you have been hit, but that is another point.
Any system which uses an active parry/dodge (i.e. where you have to roll dice or something similar) has an impact on the offensive. Take Rolemaster, by putting some of your Offensive Bonus to your Defensive Bonus you limit your damage potential.
Even now, in MRQ your decision to parry/dodge influences your performance. Suppose you have 2 CAs, thus you also have 2 reactions. Do you try to parry the hulking barbarian's swing with his greataxe, or do you save your reactions to dodge the bowman's arrows or the spellcaster's area spell ? If you only ask for that decision when you've been hit you greatly increase your number of options for your available reactions.
So, I believe it's all a tactical choice and I will stick to a prior choice for the reaction.
I do agree though that in MRQ a successful parry vs an unsuccessful attack no longer has an effect. I somehow seem to remember that in a previous edition you struck the attacking weapon and were actually able to damage it. Thus, if you parried with your sword you were able to shatter your opponent's weapon (the haft of an axe for example). This complex detail has obviously been dropped.
I definitely do intend to introduce some kind of damaging weapons option. If your blow (against a successful parry) does more damage than the AP of the offensive weapon you will deal damage to it, possibly even destroying it. How many times have you read in some book (or watched in a movie) of shields being shattered ? The thing I'm still not clear about is whether the defender takes damage or not if the attacker went over the AP of the defending weapon. That is the case according to the rules, but it only ever happens when both attacker and defender roll exactly the same number on their dice and both succeed in their respective action.
[Shrug] Damaging weapons will - of course - make combat more complex. Question is whether you want that or not.
If you have two otherwise equal combatants and one has one more combat action then the person with an extra combat action will win.
That made me rethink the whole thing, because you are absolutely right.
Given the fact that MRQ is favouring the randomness of combat (i.e. rolling for strike rank each round rather than just once at the beginning of combat) I now believe that a random determination of availbale CAs based on your strike rank modifier (i.e. INT+DEX devided by 2) makes much more sense. However, you do need to adjust the table, as you add the roll of a d10. Perhaps delete 5 ? You'd take your strike rank roll (d10 + (INT + DEX)/2) and compare it with the table.
1 or less: 1 CA
2 - 7: 2 CA
8 - 13: 3 CA
14 and above: 4 CA