I know my blog has been filled with Kickstarter reports these days. It is, of course, rather important to me to make the best book I can, and in order to do that, I would need to bring in about $4,800, which means I’m roughly halfway there (though the project has funded and will be made regardless – each extra chunk of money just makes it more attractive).
In any case, a fun article that can be read tongue-in-cheek but really isn’t showed up on the Cirsova blog.
Called Parrying: I get it now, it goes over a point of potential misunderstanding in OSR rules – namely that once engaged in melee combat, two foes are “locked” there. Therefore, having a defensive option such as “parry,” which makes one harder to hit, is a synergistic move, because it allows your fellow combatants – archers, spellcasters, and backstabbers – to destroy the foe safely and quickly, while the low Armor Class, high Hit Point fighter keeps him occupied.
The only problem with these “parry” type options in D&D style games tends to be the very, very mild benefit that one gets. Fifth Edition does it perhaps the best by granting disadvantage if an option like this is taken – this option is Dodge, and unless the odds are already really good for your foe, or really bad, this decreases your chance to be hit by about 25%. That’s much better than a shield (10%) in this system, and in most systems that shield is only worth 5% (+1).
Note: I reflexively use ascending Armor Class in my writing, since I’ve been writing based on SRD5.1 for almost a year, and even when we played S&W, we used ascending AC.
But it got me thinking. How many defensive options exist in Dragon Heresy? Continue reading “Defensive Options in Dragon Heresy”