Hi,
is a melee weapon without the cortosis quality destroyed after getting parried by a Lightsaber?
Hi,
is a melee weapon without the cortosis quality destroyed after getting parried by a Lightsaber?
Technically no. Although it's probably a good time to sunder and a house rule of auto 1 step of weapon damage is common.
No. It's not necessary to think of the parry talents as blade-on-blade damage mitigation. Your character's swing could have easily have been avoided in lots of ways.
I would hesitate to apply a house rule to this. Lightsabers are already good enough without having a way to passively sunder a weapon while simultaneously avoiding damage.
Edited by kaosoeMy GM just ruled that I can use the parry function with the bracer.
I guess it's up to what your GM sets as house rule. ![]()
My GM just ruled that I can use the parry function with the bracer.
I guess it's up to what your GM sets as house rule.
Well, if I remember the wording of Parry correctly, it's usable with any weapon that uses the Brawl, Melee, or Lightsaber combat skills. So yes, you can use a set of brass knuckles to mechanically Parry (as in use the talent) an attack made with a lightsaber. The narrative description of how your character manages to counter the attack is up to the player and GM.
It's Improved Parry that's limited to Melee and Lightsaber weapons.
Parry is a pretty specific action, compared to Side Step or some of the other damage mitigation talents. A literal interpretation may not be in the spirit of the rules, but personally I'd be inclined to go with Sunder and/or auto-damage for parrying weapons, though not necessarily auto-destruction.
Parry is a pretty specific action, compared to Side Step or some of the other damage mitigation talents. A literal interpretation may not be in the spirit of the rules, but personally I'd be inclined to go with Sunder and/or auto-damage for parrying weapons, though not necessarily auto-destruction.
This is just my opinion, but by doing this you're making lightsabers way, way better than all other weapons out there. They're already plenty awesome in their own right; there's really no need to actively penalize players for not using one.Just because the talent's name is Parry doesn't mean you have to hold your weapon up for the guy with the lightsaber to beat on it.
My GM just ruled that I can use the parry function with the bracer.
I guess it's up to what your GM sets as house rule.
Well, if I remember the wording of Parry correctly, it's usable with any weapon that uses the Brawl, Melee, or Lightsaber combat skills. So yes, you can use a set of brass knuckles to mechanically Parry (as in use the talent) an attack made with a lightsaber. The narrative description of how your character manages to counter the attack is up to the player and GM.
It's Improved Parry that's limited to Melee and Lightsaber weapons.
Ohh... alright! That is neat... I was thinking about that a bit: "Hm, why I don't remember you need to be using a lightsaber...?". ![]()
Awesome thing was the character whose attack I parried also broke his vibroblade into my character's bracer. ![]()
I assumed sunder could apply to attack that didn't hit. That rather then hitting a person directly it applies to a weapon, needless to say, if a person is successfully hitting a person in order to trigger a parry response; then one of the uses of the advantage should be to sunder as most weapons cannot. If the N/PC chose's not to Sunder, then they don't sunder the weapon. Advantage and Trumphs are that characters ability to control a narrative outcome, they should use it as such without applying automatic freebees. Having Sunder in itself marks a weapon as one of the rare few weapons of true distinction.
Plenty of way's to parry a lightsaber without necessarily crossing blades; a brawler might be focused on dodging and controlling the postion of the blade by grappling with the target; a melee user might simply expose their body while threatening them with the blade; by making it so that they couldn't direct an attack without being impaled in turn. thus forcing a complex set of feints.
None of my players have lightsabers yet, but I would rule that if you use a weapon with Sunder (Lightsaber or otherwise) to Parry, you could spend 2 Threat to activate Sunder. Helps the verisimilitude, but because you don't have to spend the action, it costs 3 strain and twice as many symbols as when you're attacking. Seems like a decent trade-off to me.
Others may have differing opinions, but there it is.
If the attacker rolled a Despair on their attack against you and you used Parry with a lightsaber, you are certainly free to narrate that as the attacking weapon suffering damage as a result of being countered by a lightsaber blade.
But adding an auto-damage or sunder-like effect with using Parry with a lightsaber does push those weapons into being much better than they already are. A bog-standard basic lightsaber with an unmodified Ilum crystal is pretty much going to outshine just about any other melee weapon in terms of sheer damage output.
By Raw? No. Though I don't think a house rule here is beyond reason, though I'd avoid auto damaging perhaps spending 2 threat on the enemies attack would function well since you typically need to spend to advantage to do it and this would well represent how many steps of damage it caused rather than just auto one and it would keep the attacker from always just avoiding attacking such a character with melee.
Well, if I remember the wording of Parry correctly, it's usable with any weapon that uses the Brawl, Melee, or Lightsaber combat skills. So yes, you can use a set of brass knuckles to mechanically Parry (as in use the talent) an attack made with a lightsaber. The narrative description of how your character manages to counter the attack is up to the player and GM.My GM just ruled that I can use the parry function with the bracer.
I guess it's up to what your GM sets as house rule.
It's Improved Parry that's limited to Melee and Lightsaber weapons.
Parry: Melee or Lightsaber
Reflect: Lightsaber (only)
Sorry, I can not resist *grin*
Defensive Training: Brawl, Lightsaber, or Melee
Well, if I remember the wording of Parry correctly, it's usable with any weapon that uses the Brawl, Melee, or Lightsaber combat skills. So yes, you can use a set of brass knuckles to mechanically Parry (as in use the talent) an attack made with a lightsaber. The narrative description of how your character manages to counter the attack is up to the player and GM.My GM just ruled that I can use the parry function with the bracer.
I guess it's up to what your GM sets as house rule.
It's Improved Parry that's limited to Melee and Lightsaber weapons.
Parry: Melee or Lightsaber
Reflect: Lightsaber (only)
Meh, that's lame. But atleast we house ruled that one.
Hi,
is a melee weapon without the cortosis quality destroyed after getting parried by a Lightsaber?
As others have said by the RAW no the weapon takes no damage. Like many RPG terms "Parry" in FFGSW is just the name for a mechanic that provides a benefit, what it's called is only an indicator to describe it.
You can, however, rule that a Despair result on an Attack roll against a weapon with Sunder can damage the weapon. This is how I do it.
Edited by FuriousGreg
Parry is a pretty specific action, compared to Side Step or some of the other damage mitigation talents. A literal interpretation may not be in the spirit of the rules, but personally I'd be inclined to go with Sunder and/or auto-damage for parrying weapons, though not necessarily auto-destruction.
This is just my opinion, but by doing this you're making lightsabers way, way better than all other weapons out there. They're already plenty awesome in their own right; there's really no need to actively penalize players for not using one.Just because the talent's name is Parry doesn't mean you have to hold your weapon up for the guy with the lightsaber to beat on it.
I think the easiest thing to do is to, (as the GM), be ready to use that "And your weapon breaks" option for lots of Threat or Despair, if your NPC's roll terrible on the attack that is parried. In fact, basically make that the default result. "Ok so, I roll to hit you with my vibroaxe, and hit for X damage, but I get Y Threat or a Despair. You're going to parry it? Ok then, I'll say your parry cuts my axe in half and just let that be the Despair result"
You could easily narrate the non-Threat/Despair related attacks as the Jedi simply waves their saber at the opponent, throwing off his aim. Assuming he hits at all. If not, it's just the guy would've hit, but instead, he pulled his swing because theirs a glow stick of death about to hack his weapon in half, so the hit doesn't land (becuase Parry reduced it to zero). Or if it does still do some damage. The Jedi still doesn't actually hit the weapon, but again, waves his saber around enough to make the aim less on point. So it becomes a minor cut on the leg, instead of a puncturing gouge into their thigh.
That's probably how I'd run it if it came up at my table:
If attack that is parried generates enough Threat/Despair, have the weapon be damaged/destroyed by the parry.