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Help! House rule for dodging
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ZzaphodD
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PostPosted: Wed Jul 21, 2010 11:27 am    Post subject: Reply with quote

garhkal wrote:
ZzaphodD wrote:
I think most people here are aware of how full dodges work. Wink

Edit: When full dodging I allow 1 free move (ie movex1) in the direction towards nearest cover or away from the attacker. If caught in the open Full Dodging normally means dropping to the ground.


How do you 2 apply the 'movement roll' for going through hostile terrain to that when they are full dodging??


Hmm, im not that much of a rules stickler when it comes to movement. I rarely call for movement checks, Id rather decrease the distance you move. Also, I use the 'old rules' of 'move actions', so basically you are given one free move action when dodging (but only if a cover is not near you, in that case you dive for the cover).
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garhkal
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PostPosted: Wed Jul 21, 2010 11:01 pm    Post subject: Reply with quote

On #1. Since stormies's MFAS system in their helmets help out, smoke grenades won't hinder them as much as you think...
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atgxtg
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PostPosted: Thu Jul 22, 2010 2:54 pm    Post subject: Reply with quote

Phalanks Balas wrote:



6 stormies will have a 2D+2 combined bous (using 2nd Ed rules). But anyway I see your point of view : what can PCs do vs a lot of opponents able to combine their fire ? The answers are:
1°) flee
If you can't stand the fight it's maybe because you don't have to. A smoke grenade can help you to retreat.
2°) hold the stand fight until death
Sometime PC team think there are a band of brother who don't know loosing a battle or retreat...
3°) surrender
Maybe in the scenario the PC team is supposed to be catch and put in a prison...


Option #2 is more likely to work to the PCs advantage. Most PCs have a singificant skill advantage over storm troopers, and can dodge better than the combined fire group can hit. Especially in R6E, where the troopers need a great commander to get any sort of signficant bonus.


If the GM is using the mutiple dodge variant suggested 9in this thread, cobmined fire probably isn7t worth it, as the MAPs to dodge will raqck up much faster than the combined fire bonus.
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Jedi AlanRocks
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PostPosted: Sun Jul 25, 2010 12:14 am    Post subject: Reply with quote

Hey guys, long time since I posted. I am surprised no one has mentioned this yet, but the rule book (2nd edition) has a system for combining large numbers of attackers. Page 68 talks about combined actions and command. A Star Destroyer has a lot of weapons, but you don't need to roll for every single gunner, so the Han Solo example is invalid. You don't need to roll 50 dodges for 50 turbolasers (and incur a -50 penalty) when you can determine the modifier and roll once. There's also a damage modifier as well.
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atgxtg
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PostPosted: Fri Jul 30, 2010 3:09 pm    Post subject: Reply with quote

Jedi AlanRocks wrote:
Hey guys, long time since I posted. I am surprised no one has mentioned this yet, but the rule book (2nd edition) has a system for combining large numbers of attackers. Page 68 talks about combined actions and command. A Star Destroyer has a lot of weapons, but you don't need to roll for every single gunner, so the Han Solo example is invalid. You don't need to roll 50 dodges for 50 turbolasers (and incur a -50 penalty) when you can determine the modifier and roll once. There's also a damage modifier as well.


There are a copule of threads on this topic. One major problem with it is that the rule has been changed with each edition and upgrade.

In 2R&R the bonus has been simplifed to +1 pip per addtional character, with the leader limited to a number of addtional characters equal to his commad dice. As a reult, a character has to be some sort of military genius to be able to combine more than 4 or 5 characters. Basically, as far and 2R&E goes, combining fire isn't worth it.
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garhkal
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PostPosted: Thu Jan 30, 2014 4:38 pm    Post subject: Reply with quote

Bringing this thread back to the forefront (not just for our new folk, but some of our older folk) to propose a slight change from what the OP was seeing. Rather than call for a new roll each additional attack as the OP's dm was doing, how's about make it for each TYPE of attack.

EG PC smuggler fillenous and his wookie first mate Mowowoorr are facing off against 8 thugs and their leader.
6 thugs shoot using their blasters, two thugs use archaic blunderbusses (FLAVOR reasons) while the leader is shooting a crossbow tipped with sleep poison. Three blaster thugs, one of the 2 blunderbuss thugs and the leader shoot the wookie, while the others shoot the smuggler.

Rather than having it where by the OPs DM's rule, the smuggler only would need 2 dodge rolls (one against the trio of blaster wielding thugs and one against the blunderbuss wielding thug, a savings of 2 dodges) while the wookie will need 3 dodges (one against the crossbow of the leader, one against the trio of blasters and one against the blunderbuss)..
So it still pays to spam the opponent with multiple attacks, but only those of a varied type (firearm, missile, blaster, grenade, thrown weapon, archaic weapon and bow) get a call for a NEW dodge roll.
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jmanski
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PostPosted: Thu Jan 30, 2014 6:52 pm    Post subject: Reply with quote

I dunno, I'm a simple(minded) kinda guy, and to me duckin' and fetchin' is the same no matter what someone is shooting at you.

Here's my question: how does one dodge a blaster differently than a firearm or arrow?
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