Parrying rules
Assumptions
- If a large creature wields a weapon with both hands then this weapon can be assumed to be
larger than a „normal“ two-handed weapon and is therefore as cumbersome for such a creature
as a normal two-handed weapon for a normal sized combatant.
Additional restrictions:
• Only 50% parry possible when using a pole arm, except if a one-handed pole arm (e.g. spear or
javelin) is used with a shield.
• Only 50% parry possible for unarmed combat against armed foes.
Parrying with the ‘Shield’ spell and 2-handed weapons or unarmed
Also with a ‘Shield’ spell the maximum parry of a two-handed weapon and for unarmed combat
stays limited to 50% of the OB if not an enemy is parried which uses the same armament.
Missile Parry is possible when using a two-handed weapon in conjunction with a ‘Shield’ spell.
Nevertheless the OB used for parrying is limited by the highest one-handed weapon OB the
character has.
(One might argue that when a character learns the use of a one-handed weapon the use of the
shield to deflect missiles is part of the training which might be the reason why the ability for missileparrying is using the melee OB. When learning 2-handed weapon or Martial Arts then this will not normally be trained as these weapons or fighting techniques not normally employ a shield)
Criticals against large or super-large creatures
The critical modifications table from Arms Companion is used with Option one
Usage of herbs during combat
It is assumed that one herb can be carried in a herbal bandoleer on the body of a combatant and
therefore can be used within a minimal amount of time. 20% activity are required for this if the
combatant has one hand free, if not 30% are required.
Clarifications for Stun, Stun/No parry and Must Parry
Must Parry describes a combat situation where one character has an edge over the other and the
only way for the latter to avoid serious damage is to full parry. This state remains as long as the
character remains under pressure i.e. gets further attacked. As soon as he is attacked no longer
the Must Parry state runs off and the character is immediately free to act as he pleases.
Stun results decribe a critical damage that leaves the character so groggy that he can parry (and
act otherwise) only to a limited amount.
Stun/No parry results are an even worse form of Stun results where the severity is so high that the
character is only seeing stars and cannot reasonably act at all (except for trying to remain
standing).
Stun and Stun/No parry are cumulative, with the more severe result – the no parry ones – being
reduced first. Must Parry results are counted independently as they don’t affect the state of
damage of the character but rather his combat situation.