House Rules
Parrying
In combat, characters parry and dodge aside from weapons, spells and worse all the time. If necessary, such parrying and dodging can be the focus of a character's actions during a round.
There are three forms or varieties of parrying:
- 1. full-round parry
- 2. individual attack parry
- 3. limited full-round parry
Regardless of what form of parry is chosen, there are certain rules to parrying that apply to all parries. Parries can only be applied to forward and logical flanking attacks; parrying can provide no protection against rear attacks. Parries can be applied to missile attacks, per the DM's approval. Parrying bonuses do not apply to any saving throws rolled. Weapon bonuses, whether from being well-crafted or magical, or from high strength or specialization, do not apply to parries.
1. Full-Round Parries
As described as an optional rule in the Player's Handbook, a full-round parry provides the maximum amount of protection a character can give himself during a given round. A full-round parry must be declared at the beginning of a round; although other forms of parrying are available mid-round, the benefits of a full-round parry can only be taken if announced at the beginning of a round.
If the character makes no other actions besides self-defense, a full-round parry is achieved. No other actions such as drinking potions is possible during this round. No matter how many attacks come his way, the character enjoys the armor class bonus throughout the round.
The benefit of a full-round parry is an AC bonus equal to half the character's level. A 5th level wizard for instance would gain an AC bonus of -2 for the round, for any fraction is ignored. A warrior gains a +1 to this bonus. A 6th level ranger, for example, would have an AC bonus of -4 throughout the round. Although fractions are ignored, regardless of the level, any given character always receives at least a -1 AC bonus during a full-round parry.