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Full Dodge
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adamlumina93
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PostPosted: Sat Sep 05, 2009 5:23 pm    Post subject: Full Dodge Reply with quote

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 Smile
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garhkal
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PostPosted: Sat Sep 05, 2009 5:49 pm    Post subject: Reply with quote

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.
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cheshire
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PostPosted: Sat Sep 05, 2009 5:58 pm    Post subject: Reply with quote

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.
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Gry Sarth
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PostPosted: Sat Sep 05, 2009 6:35 pm    Post subject: Reply with quote

Yes, I believe we've discussed this before, and the final consensus was something like what you implemented.
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Raven Redstar
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PostPosted: Sun Sep 06, 2009 1:32 am    Post subject: Reply with quote

I like it. I'll start using it Smile
My jedi players just got their very own x-wings Smile
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garhkal
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PostPosted: Mon Sep 07, 2009 3:46 am    Post subject: Reply with quote

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...
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ZzaphodD
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PostPosted: Sun Dec 13, 2009 5:35 pm    Post subject: Reply with quote

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
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PostPosted: Mon Dec 14, 2009 9:57 am    Post subject: Reply with quote

ZzaphodD wrote:
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.


I may try that.
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schnarre
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PostPosted: Mon Dec 14, 2009 10:14 pm    Post subject: Reply with quote

...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. Embarassed 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.
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ZzaphodD
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PostPosted: Tue Dec 15, 2009 6:07 am    Post subject: Reply with quote

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. Embarassed 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
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PostPosted: Tue Dec 15, 2009 7:51 am    Post subject: Reply with quote

Are you saying that in 1st edition you could Full Dodge and fire in the same round? That makes no sense...
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cheshire
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PostPosted: Tue Dec 15, 2009 8:36 am    Post subject: Reply with quote

Sounds like a good reason to go to a second edition. Smile
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ZzaphodD
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PostPosted: Tue Dec 15, 2009 8:40 am    Post subject: Reply with quote

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
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PostPosted: Tue Dec 15, 2009 6:50 pm    Post subject: Reply with quote

I think the discussion is more on turrets firing when the pilot is making a full dodge.
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Whill
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PostPosted: Tue Dec 15, 2009 8:59 pm    Post subject: Reply with quote

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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