i simply pointed out that this was possible within the existing rules but that i felt that it was possible that agility/quickness may be more pertinent a stat for parrying than the more usual ST/ST/AG used for many OBs.
One can also make a very strong argument that IN plays an important role in predicting when to parry, where to parry, where the attack may be coming from, if that attack is going to be a feint or something you need to commit your full parry to. Having done Martial Arts since 82/83, it's something that isn't "learned" as much as it is "experienced." Determining exactly how much effort to throw into that parry in the micro-second sliver of time as your opponent's leg is starting to rise... is it a feint? Is it an actual attack? Is it just the lead-off for a stronger kick that will be right after this one?
This parry system is something that could definitely be worked into the game system, but it would have to be a balancing of a lot of mechanics and numbers. I love the ability to take some OB and to throw it into DB; some/half/all. It's something that logically makes perfect sense to me as a Martial Artist and as I am sure for any boxer, fencer, etc. If you know you need to parry a bit then something will taken off your attack if you decide to make an attack afterwards.
If we went with making parrying a skill, that's going to leave a TON of OB points sitting there for full, all out attacks every round with a second skill that can also be beefed up for really large DB available every round. How can one logically make a FULL attack every round and have FULL/Enhanced DB every round? The worst is AD&D where you either attack or you Dodge that round. Either you get the killing blow first and take a full beating, or you go full defense and do nothing. It's a flaw in that system that I really can't stand. You aren't even allowed to take a Hail Mary attack after you've done full parry (Dodge). To those ends, I still like that some of OB can be put into DB in RM with restriction based on the type of weapons involved. It's something that really makes the RM system <Insert Adjective Here>. Fun, realistic, natural, fluid, adaptable...
Perhaps... If Parry is purchased as a skill, individually for each weapon with bonuses for similar weapon categories and unarmed. The stats for calculating Parry = QU/AG/IN. This value of Ranks + Stat bonus + Combat Skill bonus could total out to an additional DB that can be added? Character's don't HAVE to buy the Parry skill, just like any other skill in RM. They can be content with the normal DB they get from QU and Armour. There could be the flat -50 for attempting a skill in which you have no training. As absurd as that sounds, if anyone has ever watched a karate class where a white belt tries to throw his entire body into a full block then lands on his face will understand why it would make sense. Lack of training/experience looks pretty funny at times. This Parry skill would now allow for the natural/learned/experienced ability to more readily defend one's self.
Through the years of Martial Arts, I can easily say that I can defend via parrying, redirection, subtle body movements now and with considerably less effort than I could 30+ years ago when I first started. The cost? 30+ years of Development Points, bruises, wounded pride, and experience! However, with that, my OB doesn't suffer anywhere near as much as it used to. I can parry/redirect an attack and make a full strength attack with the same hand in what would be considered the same "round" in RM.