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Seems to me that you have a nice 4e setup here for FEND, where "Parry" and "Block" are Techniques (capital T) that carry (in your system) a built-in penalty of -4. This would indicate that they could potentially be improvable from the base. It would definitely be a HARD Technique, and it should certainly be capped, either at skill or even below skill.
Down side of FEND is that the percent chance of defending goes up VERY quickly with skill, as you're walking up the bell curve twice as quickly as with the 3+Skill/2 method.
At FEND of Skill-10 (normal 4e Parry 8), you're at a 6. At FEND Skill 18, you're at 14 vs standard 4e defense of 12. Your way is identical only for Skill 14 (which is fine); above this skill and defenses get better quickly; below and they fall off.
Surivial at skill levels of less than 14 will suggest fighters spend a few character points on Parry early on; it's one of the best ways (if it's a Technique) to stay alive early in game.
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Seems to me that you have a nice 4e setup here for FEND, where "Parry" and "Block" are Techniques (capital T) that carry (in your system) a built-in penalty of -4. This would indicate that they could potentially be improvable from the base. It would definitely be a HARD Technique, and it should certainly be capped, either at skill or even below skill.
Down side of FEND is that the percent chance of defending goes up VERY quickly with skill, as you're walking up the bell curve twice as quickly as with the 3+Skill/2 method.
At FEND of Skill-10 (normal 4e Parry 8), you're at a 6. At FEND Skill 18, you're at 14 vs standard 4e defense of 12. Your way is identical only for Skill 14 (which is fine); above this skill and defenses get better quickly; below and they fall off.
Surivial at skill levels of less than 14 will suggest fighters spend a few character points on Parry early on; it's one of the best ways (if it's a Technique) to stay alive early in game.