Azurecrusader
First Post
I've been a lurker for years on these forums, but I've got something that I wanted to share and get some feedback on, so I finally joined, yay for me
I'm always looking for ways to give my players more options in combat. I haven't tried this out yet but I've come up with some rules for Parrying, something that I think is really lacking in D&D. First, I'd like to appologize if there are other posts like this out there, without a search function I was not able to find any. I realize this might be a little intimidating to read through, but I think it makes sense (I hope?). Any feedback is more than welcome.
PARRY
You can attempt to parry an opponent’s melee attack with a weapon of your own. Parrying only applies to an attack with a melee weapon, although you may attempt to parry with any weapon or object so long as it is at least the same size category as your opponent’s weapon. If you are attempting to parry with a non-melee weapon or other object you take a penalty. To Parry you must declare a readied standard action against your opponent ("When the Orc attacks I want to try to parry his blow").
Step 1: Attack of Opportunity. You provoke an attack of opportunity from any other opponent who could normally make one against you, but you do not provoke an attack of opportunity from the opponent you are trying to parry. If any attack of opportunity deals damage, you fail your parry attempt and are considered flat-footed.
Step 2: Opposed Rolls. You and the attacker make opposed attack rolls with your weapons. The wielder of a two-handed weapon gains a +4 on this roll. If the combatants are of different sizes, the larger combatant gets a bonus on the roll of +4 per difference in size category. If you are trying to parry with something other than a melee weapon, you take a -4 penalty to this roll. Note that these bonuses do not affect the actual attack roll, only the opposed checks. Also, even if the attackers roll was going to miss you must still parry once you have declared the action.
Step 3: Determine Critical Hits. Critical hits can still happen when parrying. For the attacker, a threat is determined normally, but a critical check is not made until after the outcome of the parry is known. If the attacker scores a threat and the parry fails, the critical is determined normally. If the parry succeeds, the attacker determines the critical hit based upon the defenders attack roll as the AC, if the attack is a critical, the attacker’s weapon deals damage to the defenders weapon as a sunder attack, but in all other respects the parry happens normally. For the defender, a threat is determined normally and a critical hit is determined as though the attackers roll was the AC. If the defender scores a critical hit, he has the option of sundering or disarming the attacker’s weapon, in this case, jump immediately to step 3: consequences for either sundering or disarming. If both combatants score a critical threat, treat the rolls as though they were normal hits instead.
Step 4: Consequences. If the defender parries the blow, the attack misses and the attacker loses all further actions for the round and becomes flat-footed until the end of the round. If the defender fails to parry the blow, the defender is considered flat-footed until the end of the round, potentially making it easier for the attacker to hit or score a critical hit. Remember that some characters are unaffected by being flat-footed.
Feat: Improved Parry [GENERAL]
You are skilled at parrying blows.
Prerequisites: Dex 13, Combat Expertise
Benefit: You do not provoke attacks of opportunity when you attempt to parry an opponent. You may declare a parry action as a move action instead of a standard action.
Normal: Parrying is a standard action which provokes attacks of opportunity.
Special: A fighter may select Improved Parry as one of his fighter bonus feats.
There you have it. What do you think? Is it useful? Is it too complex? Is it too powerful?

I'm always looking for ways to give my players more options in combat. I haven't tried this out yet but I've come up with some rules for Parrying, something that I think is really lacking in D&D. First, I'd like to appologize if there are other posts like this out there, without a search function I was not able to find any. I realize this might be a little intimidating to read through, but I think it makes sense (I hope?). Any feedback is more than welcome.
PARRY
You can attempt to parry an opponent’s melee attack with a weapon of your own. Parrying only applies to an attack with a melee weapon, although you may attempt to parry with any weapon or object so long as it is at least the same size category as your opponent’s weapon. If you are attempting to parry with a non-melee weapon or other object you take a penalty. To Parry you must declare a readied standard action against your opponent ("When the Orc attacks I want to try to parry his blow").
Step 1: Attack of Opportunity. You provoke an attack of opportunity from any other opponent who could normally make one against you, but you do not provoke an attack of opportunity from the opponent you are trying to parry. If any attack of opportunity deals damage, you fail your parry attempt and are considered flat-footed.
Step 2: Opposed Rolls. You and the attacker make opposed attack rolls with your weapons. The wielder of a two-handed weapon gains a +4 on this roll. If the combatants are of different sizes, the larger combatant gets a bonus on the roll of +4 per difference in size category. If you are trying to parry with something other than a melee weapon, you take a -4 penalty to this roll. Note that these bonuses do not affect the actual attack roll, only the opposed checks. Also, even if the attackers roll was going to miss you must still parry once you have declared the action.
Step 3: Determine Critical Hits. Critical hits can still happen when parrying. For the attacker, a threat is determined normally, but a critical check is not made until after the outcome of the parry is known. If the attacker scores a threat and the parry fails, the critical is determined normally. If the parry succeeds, the attacker determines the critical hit based upon the defenders attack roll as the AC, if the attack is a critical, the attacker’s weapon deals damage to the defenders weapon as a sunder attack, but in all other respects the parry happens normally. For the defender, a threat is determined normally and a critical hit is determined as though the attackers roll was the AC. If the defender scores a critical hit, he has the option of sundering or disarming the attacker’s weapon, in this case, jump immediately to step 3: consequences for either sundering or disarming. If both combatants score a critical threat, treat the rolls as though they were normal hits instead.
Step 4: Consequences. If the defender parries the blow, the attack misses and the attacker loses all further actions for the round and becomes flat-footed until the end of the round. If the defender fails to parry the blow, the defender is considered flat-footed until the end of the round, potentially making it easier for the attacker to hit or score a critical hit. Remember that some characters are unaffected by being flat-footed.
Feat: Improved Parry [GENERAL]
You are skilled at parrying blows.
Prerequisites: Dex 13, Combat Expertise
Benefit: You do not provoke attacks of opportunity when you attempt to parry an opponent. You may declare a parry action as a move action instead of a standard action.
Normal: Parrying is a standard action which provokes attacks of opportunity.
Special: A fighter may select Improved Parry as one of his fighter bonus feats.
There you have it. What do you think? Is it useful? Is it too complex? Is it too powerful?
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