SC-Defense

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There are three primary forms of basic self defense. These three are also subskills under the primary Defense skill.

Contents

Parry

Using a weapon, or a fist, to deflect an incoming attack.

Advantages

  • Parrying does not change your footing. If one is working in narrow spaces or hazzardous footing, parrying is safer to perform than dodging.
  • A successfully parried attack can be turned back against the attacker. This is an interrupt action that costs 500 ATB and allows a basic melee or brawl attack.
  • Parry can be used on an adjacent ally to protect them from an attack for 500 ATB if they have not and do not plan to defend it themselves.


Disadvantages

  • One generally requires a weapon to parry. Brawlers who successfully parry take half the reported damage anyway as they hurt themselves, barring being in the Monk job.
  • Parrying is the most restricted of the three defense types.
    • You cannot parry area of effect attacks.
    • You cannot parry ranged attacks.
    • You cannot parry attacks from things of significantly greater size and/or strength than yourself.

Block

Using a shield or similar flat surface to block an incoming attack.

Advantages

  • Blocking, like parrying, does not involve a great deal of footwork, making it safer for narrow spaces. It even exceeds parrying, due to not requiring moving a weapon about. One could block in any space in which their shield fits.
  • Blocking puts a solid object between the character and the source of harm. Even blocks that are not entirely successful help to mitigate the harm, increasing soak vs all damage by 10%(Max 60%)
  • Block can be used on an adjacent ally to protect them from an attack for 500 ATB if they have not and do not plan to defend it themselves.


Disadvantages

  • Blocking requires a shield
  • Blocking is mildly restricted
    • One cannot block an attack from a creature of greatly larger strength or size, doing so nets the +10% soak but automatically fails.

Dodge

Advantages

  • Dodge can be used against almost everything! It's a universal cure.


Disadvantages

  • Dodge is all or nothing.
  • Dodge cannot be used against area of effects.
  • Dodge does not protect against spells without special training.

Resist

Advantages

  • Can be used against magic! The only way to actively protect against offensive spells.
  • Can be boosted directly by the counter-spell ability.


Disadvantages

  • Cannot use without the counter-spell ability.

Dive for Cover

Advantages

  • Gets you out of danger! Breaks line of sight for magic.
  • It ALWAYS works!
  • Puts you prone, reducing the effectiveness of ranged attacks, making them +2 diff against you


Disadvantages

  • Carries the stiffest ATB penalty
  • Puts you prone, allowing -2 diff to melee attacks against you
  • More ATB is required to stand back up
  • If you're already prone, you can't use this. Save it for when you need it!