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Official Rules on Evading Attacks
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Gry Sarth
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PostPosted: Wed Dec 12, 2007 1:09 pm    Post subject: Reply with quote

In my view (not sure if it's oficial or not), at the beginning of the round, you only have to declare HOW MANY actions you'll take, in order to determine your MAP for that round, not WHAT those actions will be. That latter part is to be set as the round is played.

This way, those characters full dodging will only say they take s ingle action, and later on declare a full dodge. Of course, there is some logic in all the player firing at the guy who's standing still and firing at them, instead of at the guys doing sommersaults away from the fight, from a reality POV, not just a gaming mechanics one....
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garhkal
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PostPosted: Wed Dec 12, 2007 7:53 pm    Post subject: Reply with quote

Eiren wrote:


First of all, he despised declaring actions in the order that the game allows you to. An example he gave was 4 pirates and 4 pc's are in a fight. The pirates declare first. 2 of them do full dodges, one of them does a combat dodge and fires one shot, one of them fires 3 shots. NOW the pc's get to declare actions. 3 of them fire on the one who is firing 3 shots specifically because he is not dodging and they know it, (the 4th pc is irrelevant, I see the point he is making).


I can see where he is coming from with that part, but when the characters declare actions it is not a specific action they declare. They just say i am going to take 3 actions, not 3 shots, or 2 shots and a dodge, or a shot, a move and a dodge..
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slaughterj
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PostPosted: Fri Jan 04, 2008 3:04 pm    Post subject: Reply with quote

On a related note, I have been bothered by the split between selecting to parry (melee or brawl) or dodge. It seems that if someone is actively "dodging" (in a real/general sense, not game-defined sense), then they should be harder to be hit by melee or ranged attacks, which is the case with most games. Also, this split causes a further problem in that the "agile" person who boosts their Dodge to be evasive also has to boost their Melee/Brawling Parry as well to truly be "evasive" - else they'll just get punked by a Pirate with a sword while dodging multiple blaster bolts.

And as a note, if someone declares a "defensive" action, e.g., combat dodge or full dodge, in a round, I let them also freely get to roll parry as well if it is needed, without a MAP penalty. (It sucks and doesn't seem to make much sense if someone is doing a mad full dodge to avoid being hit only to be punked by a Pirate with a sword.)
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Gry Sarth
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PostPosted: Fri Jan 04, 2008 3:23 pm    Post subject: Reply with quote

The ruling we use in our game is that you CAN use dodge against Melee Combat or Brawling, but it means you're not evading a blow, while still remaining in the fight (like a boxer would) but you are diving fully out of the combat. You're jumping/rolling/running out of the fight with no possibilitiy of striking back at your opponent in the immediate future (current and maybe next round). That seems to work pretty well and is balanced enough. If you want to evade a punch/sword attack while remaining engaged to your opponent, you have to use the appropriate Parry skill, if you simply want to dodge the hell out of that fight, you're allowed to use Dodge.
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suud43
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PostPosted: Fri Jan 04, 2008 3:28 pm    Post subject: Reply with quote

Gry Sarth wrote:
The ruling we use in our game is that you CAN use dodge against Melee Combat or Brawling, but it means you're not evading a blow, while still remaining in the fight (like a boxer would) but you are diving fully out of the combat. You're jumping/rolling/running out of the fight with no possibilitiy of striking back at your opponent in the immediate future (current and maybe next round). That seems to work pretty well and is balanced enough. If you want to evade a punch/sword attack while remaining engaged to your opponent, you have to use the appropriate Parry skill, if you simply want to dodge the hell out of that fight, you're allowed to use Dodge.


This sounds both very reasonable AND realistic. The surest way not to be hit in combat is n ot to be where the blow lands, as a block or parry might not "hold up" to a hit.
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Ankhanu
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PostPosted: Fri Jan 04, 2008 3:30 pm    Post subject: Reply with quote

suud43 wrote:
Gry Sarth wrote:
The ruling we use in our game is that you CAN use dodge against Melee Combat or Brawling, but it means you're not evading a blow, while still remaining in the fight (like a boxer would) but you are diving fully out of the combat. You're jumping/rolling/running out of the fight with no possibilitiy of striking back at your opponent in the immediate future (current and maybe next round). That seems to work pretty well and is balanced enough. If you want to evade a punch/sword attack while remaining engaged to your opponent, you have to use the appropriate Parry skill, if you simply want to dodge the hell out of that fight, you're allowed to use Dodge.


This sounds both very reasonable AND realistic. The surest way not to be hit in combat is n ot to be where the blow lands, as a block or parry might not "hold up" to a hit.


Agreed, that's a good system. In general, however, I don't like the idea of lumping together defenses from melee/brawl attacks and ranged attacks. I like that they're separate, but in cases like the above, Dodge could make sense for evasion.
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noctum_carpe
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PostPosted: Fri Jan 04, 2008 3:34 pm    Post subject: Reply with quote

Gry Sarth wrote:
The ruling we use in our game is that you CAN use dodge against Melee Combat or Brawling, but it means you're not evading a blow, while still remaining in the fight (like a boxer would) but you are diving fully out of the combat. You're jumping/rolling/running out of the fight with no possibilitiy of striking back at your opponent in the immediate future (current and maybe next round). That seems to work pretty well and is balanced enough. If you want to evade a punch/sword attack while remaining engaged to your opponent, you have to use the appropriate Parry skill, if you simply want to dodge the hell out of that fight, you're allowed to use Dodge.


Me like it, it makes sense.
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garhkal
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PostPosted: Fri Jan 04, 2008 7:46 pm    Post subject: Reply with quote

suud43 wrote:
Gry Sarth wrote:
The ruling we use in our game is that you CAN use dodge against Melee Combat or Brawling, but it means you're not evading a blow, while still remaining in the fight (like a boxer would) but you are diving fully out of the combat. You're jumping/rolling/running out of the fight with no possibilitiy of striking back at your opponent in the immediate future (current and maybe next round). That seems to work pretty well and is balanced enough. If you want to evade a punch/sword attack while remaining engaged to your opponent, you have to use the appropriate Parry skill, if you simply want to dodge the hell out of that fight, you're allowed to use Dodge.


This sounds both very reasonable AND realistic. The surest way not to be hit in combat is n ot to be where the blow lands, as a block or parry might not "hold up" to a hit.


Agreed. That is a nice way to regard teh dodging of melee/brawl attacks. Consider this rule snagged for my home games.
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slaughterj
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PostPosted: Mon Jan 07, 2008 4:05 pm    Post subject: Reply with quote

Gry Sarth wrote:
The ruling we use in our game is that you CAN use dodge against Melee Combat or Brawling, but it means you're not evading a blow, while still remaining in the fight (like a boxer would) but you are diving fully out of the combat. You're jumping/rolling/running out of the fight with no possibilitiy of striking back at your opponent in the immediate future (current and maybe next round). That seems to work pretty well and is balanced enough. If you want to evade a punch/sword attack while remaining engaged to your opponent, you have to use the appropriate Parry skill, if you simply want to dodge the hell out of that fight, you're allowed to use Dodge.


It doesn't sound too bad, but it seems problematic with the system and the setting though. With regard to the system, one is already having to deal with how to spend points on 3 different defense skills, and with 2 parries, rarely are both going to be bought much which already minimizes one, plus if Dodge gets this boost, the 2 parries are going to be bought even less. With regard to the setting, which is predominantly about ranged attacks, Dodge is already heavily favored and this only furthers it at the expense of the 2 parry skills as noted above.
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Ankhanu
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PostPosted: Mon Jan 07, 2008 4:18 pm    Post subject: Reply with quote

I'm not sure that it messes with the system at all... I mean, the Dodge only applies when you're moving a few meters away; Melee/Brawling parries still apply if you ever want to stay within combat range and defend yourself. The two parry skills are still quite useful.


Yes, Star Wars deals largely with ranged combat... the parry skills are generally not applicable, but they make sense for various character concepts, less so for others. Not being good at parrying is a weakness, sure... but weaknesses define characters just as well as (if not better than) strengths. You don't want a character that is only composed of strengths do ya? How boring (imo).
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Gry Sarth
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PostPosted: Mon Jan 07, 2008 4:25 pm    Post subject: Reply with quote

That's right. Most characters in the Star Wars universe won't have those parries skills raised, so they would do well do keep some distance from that nut wielding a vibroblade or that raging wookiee. But in steps those characters who have a background in close-quarters combat, and they will be in a position to face such menaces up front and counter attack them.
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Revenant
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PostPosted: Mon Jan 07, 2008 6:14 pm    Post subject: Reply with quote

Considering character points are rather easy to come by, spending them on three defense skills isn't too bad. My current character has all three (Dodge, B. Parry, M. Parry) and I can't say I have any complaints.

As far as only one roll being used for the entire round, well, that varies with the situation in my games. Against a horde of Stormtroopers I'll use the one roll rule. Simply put, the game isn't about Stormtroopers, it's about the characters and since the stormies are just extras they'll get stuck trying to hit a 44 on 5 dice. Screw em', it's thier fault for being extras.

Dramatic situating are different however. When Bantha Bob squares off against Darth Weezer well then damnit the galaxy shudders and the pillars of the Valley of the Jedi shake! Each attack is hand picked and wrapped in the packaging of desperation tied neatly with the velvety bow malice!

Put short, during lightaber duels, melee duels, and epic scraps each attack requires its own defense roll, MAPs apply. It's more heated that way...

That's just my flavor. Individual results may vary, keep out of reach of ithorians, may cause irritation in Sith, and any inflamed rodans should cease use and consult thier family Doctor. Wookies should not ingest after midnight and keep them away from water.
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shnar
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PostPosted: Fri Oct 10, 2008 2:59 pm    Post subject: Reply with quote

Darth Ginzain wrote:
In first edition one of the problems with multiple defensive rolls I found was characters would exploit the system using very high attack dice. I had one @$$ that would put everything into blaster. No other skill he thought was needed. Other players and driods would handle the rest. When combat started he would make the maximum number of attacks. At one point he had 8d in blaster and at short range or less he'd make 7 attacks with 2d each. Now his thoery was the defender would have to have 8d dodge in order to defend against all of his attacks. Which often wasn't the case. A typical 5d dodge would allow 3 attacks to be undodged. So he'd have to roll 6-10 on 2d in order to hit. But with 3 attacks he'd hit at least hit once. I was very happy to see the single defensive roll and the combine action roll. Then a squad of stormtroopers weren't a laughing stock.


Isn't there a max-rate-of-fire on a weapon? I.e. a Blaster simply cannot be fired more than 4 times in a round? Also, for that very reason, I've toyed with the idea (though never implemented) a max on the number of actions a player can take in one round. I was thinking it should be your DEX attribute. So if you have a 3D+2 DEX, you could only do 3 actions in one round. Or perhaps only have 3 "declared" actions, but still allow reactionary actions.

-shnar
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Xynar
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PostPosted: Fri Oct 10, 2008 5:09 pm    Post subject: Reply with quote

I like the idea of a well skilled character being able to pour fire into the enemy. A character with a 10D skill in blaster, surrounded by 6 stormtroopers (ie point blank range), should be able to take them out. It's cool, fun, and exciting. Sure the character would be rolling 5D for each shot but I say let him burn through his ammo. I don't care. My villians can then do it too.
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Delkarnu
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PostPosted: Thu Dec 25, 2008 3:36 pm    Post subject: Reply with quote

The combined fire rule represents the increased difficulty of dodging multiple shots and explains the single dodge roll.

A group of stormtroopers can pour their fire into a single area, where you just dodged from, same chance of hitting you, but if they do all shots land and do high damage, or they can spread their shots out, cover more area and make it difficult to dodge them all, but if you get hit, it'll only be by a bolt or two so you don't have as much damage to soak.


With Melee / Brawling, I like to just use an opposed melee combat or brawling roll, no parry skills. Covers the full parry, counter, dodge against an opponent for the round, more cinematic that way. Multiple rolls are for number of opponents, since you are splitting your concentration to battle two people.
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