Why change parry?
I think we've established by now that parry is a broken mechanic - seeing as you become damn near invulnerable around level 60.
So far I've suggested one or two ways to fix this, but none on the scale of this suggestion...I've suggested monsters with attacks that can't be parried, and making magic entirely impossible to parry (I think it is for the most part now)
This suggestion doesn't actually introduce anything new - it just fixes the broken mechanic.
Basic Concept
I suggest that instead of whatever funky system is in place now, we give every monster in the game a "Strength" score, which is on par with thier level range and physical attributes (higher attack speeds - generally lower strength for thier level).
With this "Strength" score, we can have parry initiate a 100 sided dice roll when it activates, for both the player and the monster attacking the player. The player will add thier parry level to the roll, whereas the attacking monster will add thier "Strength" score.
IE:
Orc attacks Adventurer
Orc has a str score of 10
Adventurer has a parry of 8
Adventurer rolls a 100 sided die (automatic, like rolling to hit with your weapon) - it lands as 51, Adventurer adds 8 to his roll to get a total of 59 as his parry roll.
Orc rolls a 100 sided die - it lands as 32, Orc adds 10 to his roll to get a total of 42 as his defense break roll.
So...this is what would show in the combat HUD
____________
The attack is parried! (59/42)
____________
Adding Weapons
Each weapon and shield would also give a bonus to your parry rolls and defense break rolls. For example, an axe would not be a good weapon to parry with, as it is unwieldy and heavy - whereas a sword or a dagger would give a better chance to parry an incoming attack. However, this mechanic can be reversed, aswell...That axe may not be able to stop an incoming attack, but not much can stand in the way of it either - so it would give a bonus to your defense break roll.
Suggested bonuses would be as follows:
Sword - Medium parry, Medium Defense break
Dagger - High parry, Low defense break
Blunt - Low parry, High defense break
Axe - No parry, V. High defense break
Martial arts - V. High parry, No defense break
Spell Casting - No parry, No defense break (should not be needed)
Archery - Low parry, No defense break
What does it mean?
For now, this means that you will not be able to parry difficult creatures nearly as easily as you do now, but smaller and weaker ones will bounce off of you like flies.
And...more importantly, later - Players will not become invulnerable demi-gods at level 60ish parry as they would in the current system.
I think we've established by now that parry is a broken mechanic - seeing as you become damn near invulnerable around level 60.
So far I've suggested one or two ways to fix this, but none on the scale of this suggestion...I've suggested monsters with attacks that can't be parried, and making magic entirely impossible to parry (I think it is for the most part now)
This suggestion doesn't actually introduce anything new - it just fixes the broken mechanic.
Basic Concept
I suggest that instead of whatever funky system is in place now, we give every monster in the game a "Strength" score, which is on par with thier level range and physical attributes (higher attack speeds - generally lower strength for thier level).
With this "Strength" score, we can have parry initiate a 100 sided dice roll when it activates, for both the player and the monster attacking the player. The player will add thier parry level to the roll, whereas the attacking monster will add thier "Strength" score.
IE:
Orc attacks Adventurer
Orc has a str score of 10
Adventurer has a parry of 8
Adventurer rolls a 100 sided die (automatic, like rolling to hit with your weapon) - it lands as 51, Adventurer adds 8 to his roll to get a total of 59 as his parry roll.
Orc rolls a 100 sided die - it lands as 32, Orc adds 10 to his roll to get a total of 42 as his defense break roll.
So...this is what would show in the combat HUD
____________
The attack is parried! (59/42)
____________
Adding Weapons
Each weapon and shield would also give a bonus to your parry rolls and defense break rolls. For example, an axe would not be a good weapon to parry with, as it is unwieldy and heavy - whereas a sword or a dagger would give a better chance to parry an incoming attack. However, this mechanic can be reversed, aswell...That axe may not be able to stop an incoming attack, but not much can stand in the way of it either - so it would give a bonus to your defense break roll.
Suggested bonuses would be as follows:
Sword - Medium parry, Medium Defense break
Dagger - High parry, Low defense break
Blunt - Low parry, High defense break
Axe - No parry, V. High defense break
Martial arts - V. High parry, No defense break
Spell Casting - No parry, No defense break (should not be needed)
Archery - Low parry, No defense break
What does it mean?
For now, this means that you will not be able to parry difficult creatures nearly as easily as you do now, but smaller and weaker ones will bounce off of you like flies.
And...more importantly, later - Players will not become invulnerable demi-gods at level 60ish parry as they would in the current system.