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 Alternative rules for Sword

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shotguncoffee
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PostSubject: Alternative rules for Sword   Sat 28 Jan 2012 - 17:19

What are your favorite Parry fixes? Or do you use completely different rules for sword, such at Coreheim +1 Init to strike order?

I prefer as simple as possible, please Smile
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RationalLemming
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PostSubject: Re: Alternative rules for Sword   Sat 28 Jan 2012 - 19:02

Our parry fix (if it can be called such) gives +1 parry to off-hand attacks (this is in addition to -1 to hit for off-hand attacks). This +1 to parry only applies to weapons/equipment that already have parry.
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shotguncoffee
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PostSubject: Re: Alternative rules for Sword   Sun 29 Jan 2012 - 4:59

thanks. other groups, please weigh in! Smile
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BalrogTheBuff
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PostSubject: Re: Alternative rules for Sword   Sun 29 Jan 2012 - 8:39

I just allow two swords to reroll parrys like a sword and buckler, and recently have been playing around with +1 AS to sheilds and Bucklers. Thinking the +1 will be all the time, not just in melee but not decided.
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SerialMoM
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PostSubject: Re: Alternative rules for Sword   Sun 29 Jan 2012 - 11:36

We allow to parry any one attack that hit you not the highest one.

It is only a small modification.

By the way, you are on fire with your rule suggestion threads.

This forum seems to be satiffyable open to your ideas, isn't it?

Post on, i like your threads and energy.
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Pervavita
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PostSubject: Re: Alternative rules for Sword   Sun 29 Jan 2012 - 11:43

Parry seams under powered for the cost of a sword. I have however no idea on how to make it better.
I was thinking of trying you just have to match not roll over. Or allow 2x sword or sword and Buckler to get a +1 to there roll, not the re-roll (we too allow duel swords to re-roll)
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shotguncoffee
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PostSubject: Re: Alternative rules for Sword   Sun 29 Jan 2012 - 12:35

The problem with Parry is that it is so clunky.

But on the other hand, Coreheim's solution is boring.

So what to do, what to do?

I like the "parry any one attack that hits". Maybe in conjunction with this:

PARRY
In each hand to hand phase, warrior may parry 1 close combat attack from a one-handed weapon. (i.e. Club, Axe, Sword, Spear etc. only): If you can roll over, or equal to, that attack roll, the attack is negated.

this still has the problem that low-WS warriors benefit the most from parry :/

WE NEED A BETTER SOLUTION FOR SWORDS Very Happy Very Happy Very Happy
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Skavenslayer
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PostSubject: Re: Alternative rules for Sword   Mon 30 Jan 2012 - 1:22

In my gaming group we play like this:

To-hit + WS vs. D6 + WS, still gotta beat the to-hit roll
Ex. Attacking guy hits on a 5 with WS3 (5+3=8 ), hitting a guy with WS4, he needs a 5+ to parry. (4+5=9)

Hope this makes sense, kinda hard to explain in written english Very Happy

Or you could try ot like i Death Squad, parry to lowes to-hit roll, instead the highest.

-Skavenslayer
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PostSubject: Re: Alternative rules for Sword   Mon 30 Jan 2012 - 2:03

We use the same as Skavenslayers group and it works like a charm! Now the WS advances are not that crappy if you give the lad a sword Smile
A Dwarf Noble with WS7 might be damn tough to hit, but it's still just 1 attack and we've found that it even makes people vary the weapons even more since they're going for unblockable 2handers (because of double strength)
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RationalLemming
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PostSubject: Re: Alternative rules for Sword   Mon 30 Jan 2012 - 4:28

MyLittlePwny wrote:
we've found that it even makes people vary the weapons even more since they're going for unblockable 2handers (because of double strength)
What do you mean 'double strength'? The two-handed weapons only add +2 Strength while Flails and Halberds and Morning Stars only add +1 Strength. Have you made some adjustments to these weapons also?
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Skavenslayer
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PostSubject: Re: Alternative rules for Sword   Mon 30 Jan 2012 - 4:59

RationalLemming wrote:
MyLittlePwny wrote:
we've found that it even makes people vary the weapons even more since they're going for unblockable 2handers (because of double strength)
What do you mean 'double strength'? The two-handed weapons only add +2 Strength while Flails and Halberds and Morning Stars only add +1 Strength. Have you made some adjustments to these weapons also?

I think he means, you cant parry a attack with double strength, making the 2hander better Very Happy

-Skavenslayer
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MyLittlePwny
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PostSubject: Re: Alternative rules for Sword   Mon 30 Jan 2012 - 5:05

Skavenslayer wrote:
RationalLemming wrote:
MyLittlePwny wrote:
we've found that it even makes people vary the weapons even more since they're going for unblockable 2handers (because of double strength)
What do you mean 'double strength'? The two-handed weapons only add +2 Strength while Flails and Halberds and Morning Stars only add +1 Strength. Have you made some adjustments to these weapons also?

I think he means, you cant parry a attack with double strength, making the 2hander better Very Happy

-Skavenslayer


Exactly Very Happy

Sorry about the vague meaning - the 2handers just makes it easier to aquire double strength so the attacks are unparryable (yes, it's a word now!)
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StyrofoamKing
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PostSubject: Re: Alternative rules for Sword   Mon 30 Jan 2012 - 6:44

I've heard some play with the Necromunda rule for parrying: the attacker rerolls the attack. Pretty simple, really. Obviously, it would only be to one attack, not each.

If you wanted to make it complient with current Mord rules, you could alter it so that you cannot parry a natural 6 to hit. That would make the Dwarf skill that lets you parry 6s still work.
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PostSubject: Re: Alternative rules for Sword   Today at 13:18

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