3 vorpal poison knockout vs Parry

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GM-Mike
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Post by GM-Mike »

I could have sworn that this was supposed to be a simple game...

I agree that you cannot parry a vorpal knockout, but really I feel like the assassin is causing too many problems as written and move that the level four ability should be Spot...
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Post by GM-Phil »

actually it is pretty simple.. KO is what makes it a bit complicated...but we already know that KO (while better than what was there before) is still a skill that works differently than any other skill and sometimes causes issues like this. I wish I had a better idea for this.. so far the one Murgadin posted in another forum is the next best one I have seen.

People just have to remember that Warriors and Parry are not all encompassing damage takers.. there are things that can get through.. and really an assassin if they can get a shot in like that should be able to take nearly anyone down... actually the Empath Magic Sleep is faster, can be packet delivered so is Un-Parryable.. so technically is worse.
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Post by cole45 »

ecervy skill has a counter. even parry.
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Post by Atrum Draconus »

4th level assassin

Eagle Eye
The assassin's sense are so acute that they now can see your bones and your brain, so they know when you are even thinking about doing absolutely anything. The assassin will know what you are planning to do and will know when you are going to do it so they are infallible and will never take damage in a combat, will always have the answer to every plot conundrum, and will always have the perfect plan for every scenario, because they are just that swank, booyah.
:lol:
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Post by GM-Mike »

Any skill proposal that fits in both swank and booyah should immediately be approved in my opinion
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cole45
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Post by cole45 »

These guys are cool; and by cool, I mean totally sweet.


Facts:

1. assassins are mammals.
2. assassins fight ALL the time.
3. The purpose of the assassin is to flip out and kill people
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Post by Atrum Draconus »

LOL Nice Travis I'm changing my website to AskAnAssassin.com
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General Maximus
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Post by General Maximus »

What!!!

The way parry was played in the past, it totaly countered the effects of a KO. Sinmple and uncomplicated. It is a master level ability and should be able to be able to counter KO if it is to the front. Keep it simple folks :D

It should not matter if it is vorpal or not. The way an assisin takes out a warrior is to hit them in the back so they can not use parry. Simple and balanced. I blame this on wording and a minor loop hole that finaly has come to light.

The way I have always played parry is, if is a frontal mellee attack, it can be parried. Simple. And it can be read the Parry counters KO, period. It drops all in coming damage to zero and also cancels out KO, Posion, Crush effects, etc.. It is all in how you want to read into the wording of the skill.

I think the way it use to be played is simpler and follows the orginal intent of the skill :D
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Post by Phinkis »

General Maximus wrote:The way I have always played parry is, if is a frontal mellee attack, it can be parried. Simple. And it can be read the Parry counters KO, period. It drops all in coming damage to zero and also cancels out KO, Posion, Crush effects, etc.. It is all in how you want to read into the wording of the skill.
Unfortunately you can't just decide how a skill works because that's how you want it too. I do not disagree that parry should would on a 0 vorpal knockout, however the way the rules are currently worded, it doesn't. As I said before, all it would take is a simple rewording of parry to fix this whole problem.

"A Warrior may spend a life point to negate any single frontal melee attack that has a number in the call. This includes calls also containing; knockout, crush, vorpal, poison, etc. In addition, they may also parry disarm attacks."

This is only a slight modification to the current wording and since no one has given me a reason why it is worded the way it currently is, I don't see any reason not to just fix it.
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Post by General Maximus »

It is not how I want to interupit the rules. It was ruled a couple years ago that parry can counter a vorpal KO. It is a matter of the rules never got updated with that spelled out. For the 6 + years I played, KO was counterable by parry. It is just recently this has changed.

It makes an assasin to powerful if parry can't counter a vorpal KO to the front. The assasin should get there butt kicked if they try that manuver on a warrior.
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Post by GM-Mike »

The problem is that assassins used to be able to call straight sleep, which was not parryable. My thinking is that if you really let an assassin charge for 40 seconds and then hit you with their little weapon, you probably deserve what you get...
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Post by Malachi »

My thinking is that if you really let an assassin charge for 40 seconds and then hit you with their little weapon, you probably deserve what you get...
I completely agree.
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Post by Altearez »

ok when I imagine myself using parry i see my sword going up and stopping the other persons weapon therefore it doesn't hit you which in turn would stop all effects because you weren't touched by the weapon, houw can you knock me out when i wack you sword away.

and the other half of the call is avoid blow, and I'm not explaining that one.



From google

# impede the movement of (an opponent or a ball); "block an attack"
# (fencing) blocking a lunge or deflecting it with a circular motion of the sword
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Post by cole45 »

don't get wrapped up in the name. it's not a desciptor. don't add all that rationalization to how the skill works. it's simply a rules mechanic. not a reflection of reality.
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Post by Altearez »

well i was thinking on the basis that the word semi describes the skill sorry
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