Parry
From NWN2Wiki
When you use a 1-hand weapon, dual wield 1 handed weapons, or fight unarmed you can use the parry skill to enter a defensive stance. This allows you to block melee attacks and make counter-attacks against less experienced opponents.
Classes: Barbarian, Bard, Cleric, Druid, Fighter, Monk, Paladin, Ranger, Rogue; Arcane trickster, Assassin, Blackguard, Divine champion, Duelist, Dwarven defender, Eldritch knight, Frenzied berserker, Invisible blade, Red dragon disciple, Shadow Thief of Amn, Shadowdancer, Warpriest, Weapon master
Requires training: No
Check: The DC of the parry-check is the modified attack roll of the incoming blow. A successful parry means that the attack does not damage the parrying character. A character may only parry a number of attacks per round equal to the number of attacks per round available to the character.
Special: Additional attacks may be parried but with a cummulative -3 modifier (e.g. If you have 3 attacks per round then you parry the fourth attack at -3, the fifth at -6 and so on.) If the parry is successful and the difference between the roll and the DC is ten points or greater, a counterattack occurs. A counterattack is a free attack made by the parrying character, at his full attack bonus, against the parried opponent.
Use: Selected (parry mode)
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[edit] NWN2 Implementation
For arguments sake, and to make it all easy to calculate I'll come up with two characters. Parry skill user = Ranger 20(Dex oriented), Attacker = Fighter 20(STR oriented)then Ranger Dex = Fighter STR.
Parry skill roll = d20 + 23 (maxed parry skill) + Dex mod - 2(light armor check penalty)
Parry DC = incoming blow = d20 + 20(BAB of Fighter) + 4(weapon) +2(Weapon focus or Greater weapon focus) + STR mod
Assuming then, that the Fighter's STR mod = DEX mod of the Ranger, and that they both roll exactly the same on the d20, then we come to the conclusion, that a character with maxed parry will avoid being hit 50+% of the time, which is balanced. The AB of the Ranger in this example is NEVER added to the parry check.
If the parry check is higher with 10 (5 with Improved parry) than the DC, then a riposte attack OPPORTUNITY is given. This doesn't mean an automatic hit, this means ONE attack at the highest BAB, which can miss like any other normal attack.
The advantage of parry = only the first attack per round is made at max AB, the ones following take the -5 penalties, while parry suffers no penalties.
Parry can block as many attacks as it ordinarily gets in a round without penalty. For each additional attack to be parried gives a cumulative -3 penalty for the parry check. This means that if the parrying character can attack four times in a round, he makes a parry check against the first four attacks with no penalty, the fifth attack with a -3 to his check, the sixth attack with a -6, so on and so forth.
If you fail a parry check, you won't get hit, the attacker's blow is then compared to your AC, and if your AC is high enough you still avoid the blow. The parry check is made first.
[edit] Bug Notes
A bug occurs because of how the engine handles multiple attacks. It groups all of a character's attacks into three "flurries" made at the beginning, middle, and end of the round. If an attacker makes two attacks in the first "flurry", the parry check will not be made against the second attack. This issue has still not been fixed as of the 1.10 patch.
[edit] DnD 3.5 comparison
This skill does not exist in DnD 3.5
