After we discussed basic design principles and constructed weapon attacks, I want to cover the topic of parrying. Parrying in Rolemaster is something you need to announce up-front. However, I really like the reaction mechanism of D&D 5e. Dodge, Evasion, or Retaliation are examples of this mechanism. It allows the player to react on an attack. Usually players are active in their turn only. This mechanism provides a great opportunity for players to be more engaged in the game.
So my idea is that every player has an attack bonus (usually the weapon skill in Rolemaster). This bonus consist of the player’s weapon skill and a modifier added by the weapon itself. (The weapon modifier needs to be part of it to keep the one-addition-only goal.) The weapon modifier represents the weapon’s characteristic how easy (or difficult) it is to hit with this weapon. (More or less it is „x“ from the picture below.) At the beginning of the player’s turn this overall attack bonus replenishes a pool. When declaring an attack a player must state how many points he/she want to use from this pool for the attack. The player resolves the attack. However, the player can spend remaining points at any time to parry attacks against him/her. Parrying means that the attacker needs to reduce his/her attack roll accordingly.
Next week I will start to define rules for spell casting. I think this will be the most challanging part of the rule set. Bear with me and join me on next week’s topic.