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adamlumina93 Lieutenant
Joined: 07 Nov 2005 Posts: 87
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Posted: Sat Sep 05, 2009 5:23 pm Post subject: Full Dodge |
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Anyone think full dodge rule is way over powering in this game. I had a group of munchkin players try to go full dodge in their space transports, arguing that they could still shoot at the bad guys at no penalty because the pilot rolled the dodge and he wasn't doing anything else. I countered by adding the modifier from full dodge to the PCs shots as well because the ship was manuvering so heavy they couldn't line up a steady shot. They never tried that again _________________ If at first you don't succeed, than skydiving is not for you! |
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garhkal Sovereign Protector
Joined: 17 Jul 2005 Posts: 14171 Location: Reynoldsburg, Columbus, Ohio.
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Posted: Sat Sep 05, 2009 5:49 pm Post subject: |
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I have discussed this before, and the general thought pattern is that at least half of his roll is added to their diff to shoot back due to his rolling all over the place. _________________ Confucious sayeth, don't wash cat while drunk! |
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cheshire Arbiter-General (Moderator)
Joined: 04 Jan 2004 Posts: 4849
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Posted: Sat Sep 05, 2009 5:58 pm Post subject: |
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oooo... I like that. It seems pretty objective too, it's not an arbitrary -2D or -3D, but directly related to how much the ship is actually moving. _________________ __________________________________
Before we take any of this too seriously, just remember that in the middle episode a little rubber puppet moves a spaceship with his mind. |
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Gry Sarth Jedi
Joined: 25 May 2004 Posts: 5304 Location: Sao Paulo - Brazil
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Posted: Sat Sep 05, 2009 6:35 pm Post subject: |
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Yes, I believe we've discussed this before, and the final consensus was something like what you implemented. _________________ "He's Gry Sarth, of course he has the stats for them." |
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Raven Redstar Rear Admiral
Joined: 10 Mar 2009 Posts: 2648 Location: Salem, OR
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Posted: Sun Sep 06, 2009 1:32 am Post subject: |
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I like it. I'll start using it
My jedi players just got their very own x-wings |
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garhkal Sovereign Protector
Joined: 17 Jul 2005 Posts: 14171 Location: Reynoldsburg, Columbus, Ohio.
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Posted: Mon Sep 07, 2009 3:46 am Post subject: |
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Of those who i have ran with that ruling in effect, the only 2 compaints i have heard was that it was not harsh enough... _________________ Confucious sayeth, don't wash cat while drunk! |
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ZzaphodD Rear Admiral
Joined: 28 Nov 2009 Posts: 2426
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Posted: Sun Dec 13, 2009 5:35 pm Post subject: |
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I used the following rule: Whenever a starship did evasive maneuvers, the target number to hit (for anyone shooting from said ship) was the original target number (as per normal starship combat rule) or the 'dodge roll' whichever was higher. |
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Whill Dark Lord of the Jedi (Owner/Admin)
Joined: 14 Apr 2008 Posts: 10403 Location: Columbus, Ohio, USA, Earth, The Solar System, The Milky Way Galaxy
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schnarre Commander
Joined: 08 Oct 2007 Posts: 333
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Posted: Mon Dec 14, 2009 10:14 pm Post subject: |
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...In 1st Ed. when Full Dodge/Evasion was declared, the number rolled was not only added to the target number normally ascribed, but also added to that of the one doing that action (goes with the multi-action penalty nicely):
...for example: a Merc has come under attack from a Stormtrooper squad; they are at short range, & even though the Merc wants to drop a few, he knows that sheer numbers at this range meant he'd likely get tagged with Blaster fire. He declares a Full Dodge & the Stormtroopers Combine Fire.
...The Merc's Dodge skill is 6D & his Blaster skill is 5D. Target number at short range is 6-10, & the GM assigns a 10 due to terrain. Figuring multi-action for 1 Dodge & 1 shot, the Merc will roll 5D Dodge & 4D for Blaster. The Merc rolls his Full Dodge & gets a 19, which is added to the 10 base number, giving the Stormtroopers a 29 to hit. This is also the Merc's target number for his own shot. The Merc's shot goes wild (rolled a 7), & the Stormtroopers miss by a smaller margin (roll of 20 with Combined Fire bonus).
...Result: the Merc gets a few more moments alive, & the Stormtroopers have perforated another area.
...Not the best example, I'll admit. This applies even in vehicle/space combat, even with multiple PCs in action (the only exception was the 2-seat B-Wing from the module Strike Force: Shantipole. _________________ The man who thinks he knows everything is most annoying for those of us that do. |
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ZzaphodD Rear Admiral
Joined: 28 Nov 2009 Posts: 2426
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Posted: Tue Dec 15, 2009 6:07 am Post subject: |
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schnarre wrote: | ...In 1st Ed. when Full Dodge/Evasion was declared, the number rolled was not only added to the target number normally ascribed, but also added to that of the one doing that action (goes with the multi-action penalty nicely):
...for example: a Merc has come under attack from a Stormtrooper squad; they are at short range, & even though the Merc wants to drop a few, he knows that sheer numbers at this range meant he'd likely get tagged with Blaster fire. He declares a Full Dodge & the Stormtroopers Combine Fire.
...The Merc's Dodge skill is 6D & his Blaster skill is 5D. Target number at short range is 6-10, & the GM assigns a 10 due to terrain. Figuring multi-action for 1 Dodge & 1 shot, the Merc will roll 5D Dodge & 4D for Blaster. The Merc rolls his Full Dodge & gets a 19, which is added to the 10 base number, giving the Stormtroopers a 29 to hit. This is also the Merc's target number for his own shot. The Merc's shot goes wild (rolled a 7), & the Stormtroopers miss by a smaller margin (roll of 20 with Combined Fire bonus).
...Result: the Merc gets a few more moments alive, & the Stormtroopers have perforated another area.
...Not the best example, I'll admit. This applies even in vehicle/space combat, even with multiple PCs in action (the only exception was the 2-seat B-Wing from the module Strike Force: Shantipole. |
When doing a full dodge you cannot do anything else though. |
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Gry Sarth Jedi
Joined: 25 May 2004 Posts: 5304 Location: Sao Paulo - Brazil
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Posted: Tue Dec 15, 2009 7:51 am Post subject: |
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Are you saying that in 1st edition you could Full Dodge and fire in the same round? That makes no sense... _________________ "He's Gry Sarth, of course he has the stats for them." |
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cheshire Arbiter-General (Moderator)
Joined: 04 Jan 2004 Posts: 4849
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Posted: Tue Dec 15, 2009 8:36 am Post subject: |
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Sounds like a good reason to go to a second edition. _________________ __________________________________
Before we take any of this too seriously, just remember that in the middle episode a little rubber puppet moves a spaceship with his mind. |
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ZzaphodD Rear Admiral
Joined: 28 Nov 2009 Posts: 2426
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Posted: Tue Dec 15, 2009 8:40 am Post subject: |
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Gry Sarth wrote: | Are you saying that in 1st edition you could Full Dodge and fire in the same round? That makes no sense... |
I played 1st ed. and cant remember that.. |
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Raven Redstar Rear Admiral
Joined: 10 Mar 2009 Posts: 2648 Location: Salem, OR
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Posted: Tue Dec 15, 2009 6:50 pm Post subject: |
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I think the discussion is more on turrets firing when the pilot is making a full dodge. |
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Whill Dark Lord of the Jedi (Owner/Admin)
Joined: 14 Apr 2008 Posts: 10403 Location: Columbus, Ohio, USA, Earth, The Solar System, The Milky Way Galaxy
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Posted: Tue Dec 15, 2009 8:59 pm Post subject: |
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Gry Sarth wrote: | Are you saying that in 1st edition you could Full Dodge and fire in the same round? That makes no sense... |
"Full dodge" did not exist in 1E as originally published, but regular dodges added the dodge roll to the normal range difficulty. Full dodge (that applied to all shots fired at you that round) was first introduced in the "Rules Upgrade" pamphlet that came with the first GM screen and a few early adventure modules (and regular dodge was changed to substituting for the range difficulty). And in no rules incarnation were you ever able to do anything else else during a full dodge besides run a certain distance. _________________ *
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