I'd agree with all the above. I was a fencer in my youth and from experience, I wouldn't want to attempt to parry a sword with anything that didn't have a guard. A Two-handed sword/axe/hammer might to be too unwieldy to parry anything other than another two-handed sword/axe/hammer, but I've no direct experience of that sort of combat (beyond a bit of LARPing at University many years agoYeah, I'd agree with that - main gauche / sword-breaker / parrying dagger would be great to see added.I actually was a bit surprised that they didn't have a parrying knife in the mix (I have suggested that to them) and also that you can't parry with the staff. Scimitar should be a parrying weapon. It is just as much of a "fencing" weapon than the other swords. Two-handed sword, I don't know. My knowledge about two-handed swords and melee fighting is not as good as I would have hoped.
I also find 1H maces and warhammers an odd choice. Certainly they can be used to parry, but I wouldn't think they are especially notable for that ability. I mean, they don't have a guard, so I can easily imagine fingers being sliced off if using one against a sword.
Doesn’t make much sense because you only need to draw a weapon once and not every round. And the possibility is high that a character has weapons drawn before combat.If it takes an action to draw a weapon, it should absolutely take an action to do the more time consuming thing (and the thing that leaves you more defensively exposed) of standing up
I agree, if it takes an action to draw a weapon, it should definitely take an action to stand up from prone. Not that it matters, but I houserule in almost all my games (regardless of system) that drawing a main, readied weapon is a free action. This only goes for weapons which are easily accessible (sheathed weapons on a hip, strung bows, etc). Accessing inventory, pulling out a concealed weapon or drawing a secondary weapon when the first is dropped would naturally take a full action / maneuever. But I digress...How does it not make much sense?
Drawing a weapon, that in reality takes virtually no time and probably shouldn't require a talent or action to do, requires an action.
Why wouldn't standing from prone, which takes a lot more time, effort, and vulnerability require an action?
This shoving tweak is a great idea, consider it pinched!Less confrontationally, if you absolutely *must* soften things because of whatever reasons, make the Shove action work like this "one success = pushed to Near distance. Two (or three if two isn't enough) successes = knocked prone instead." Would make it so a small shove, or one that was mostly defended against, cause the target to back peddle, but keep their balance. A solid shove/trip would be required to actually knock someone prone.
I like it, it's a good, simple solution. The only downside is that it removes any kind of bonus for weapons which should be good at parrying.PARRY: You block your opponent’s attack. Reactive action. Requires a shield or a weapon. Roll MELEE and the shield or, parrying weapon’s Gear Bonus. If the attacker STABS you, you get a +2 bonus when you parry with a shield but a –2 penalty if you parry with a weapon. Every x you roll eliminates a x from the attacker’s roll. Any excess x have no effect.
PARRY: You block your opponent’s attack. Reactive action. Requires a shield or a weapon. Roll MELEE and the shield's or weapon's Gear Bonus. If the attacker STABS you, you get a +2 bonus when you parry with a shield, a +0 bonus when using a weapon with the Parrying trait, or a –2 penalty if you parry with any other weapon. Every x you roll eliminates a x from the attacker’s roll. Any excess x have no effect.