Kagashi wrote:thinking this is commonly misinterpreted and this is simply stating the character has the option to parry from any of those three directions, but is still restricted to the one parry/auto parry; the point of the text meaning from the fourth direction (behind), the character is open to direct attack and cannot parry.
The problem is: how is this enforced? What's to stop the PC from saying "I turn around and face the guy behind me so I can parry him" or whatev. How often can they rotate? Does it happen within the flow or combat or take an action? How do enemies re-orient to get behind you again? Eventually becomes a board game of Warhammer or that new Robotech strat thing.
Kagashi wrote:Even in Ninjas and Superspies a character can only parry once per attack, unless the character had Paired Weapons or the Circular Parry ability.
I don't recall that being the case, do you have a page number / quote to support this?
As I recall, N&SS had unlimited number of parries and circular parry only allowed you to parry attacks from behind/above which you normally could not.
What you describe more closely involved how roll-with-impact worked. Normally you only got 1 per turn (it was automatic and did not cost anything, unlike most other games which explicitly say it takes an action) but if you had 'automatic roll' you could do an unlimited amount of rolls per turn, like if 2 opponents hit you in the same segment.
I think the 'twin parry' ability of paired WP was always well intended, you think of an action hero movie where a swashbuckler deflects 2 opponents who attack him, but it never went so far as to take into account how the parry system works.
RAW aside though, I think a '1 free parry per turn' limit on the standard parry is a GREAT house rule.
The 'twin parry' could then be interpreted as having the ability to spend a melee attack to get a 2nd parry in addition to your free one. Since doing it requires giving up attacking for that turn.
Glistam wrote:With paired weapons, you have fewer automatic parries specifically as a drawback to the awesome advantages that paired weapons gives you. It's a mechanical limiter, but I envision it as a character splitting their focus between both weapons and therefore not being as focused as they otherwise would. That has served my games and my purposes just fine.
I also really like this interpretation since paired WP is otherwise far too god-tier.
A third option is to ignore the '2 opponents' stuff in double-parry as irrelevant flavor text and re-orient it as a specific response to a twin-strike attack from someone else using paired WP.
Originally, a basic parry could halt a twin strike but the twin strike has been improved in some later games like Dead Reign where only 1 of the 2 weapons can be halted by a basic parry so only the double-parry from paired WP can halt both.