Thread: Dodging Bullets
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Old 03-13-2015, 10:29 AM   #1
Engurrand
 
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Join Date: Dec 2010
Location: Wormtooth Nation
Default Dodging Bullets

IIRC, Gurps standard rules indicate that if you can see your attacker you can (usually) attempt a dodge.

But, the GM I usually play with has been using some different rules for dodging bullets for so long that I no longer remember if they're house-rules or from some supplement somewhere. Probably some of both. I hope the hive can set me straight as to which parts are what or from where?

1) Dodging bullets is done by watching where the shooter has the barrel pointed and attempting to not be there. You can only do this for one shooter at a time, because you can only accurately watch one shooter at a time. You must designate which shooter you're watching on your action (not on your defensive action). So on your turn you have to choose which shooter you're going to attempt to dodge, and that's where you're looking this second.

2) You can roll a dodge once, on your turn, as what we've been calling an 'evade' (which I'm sure is wrong). Your margin of success on that dodge applies as a penalty against the gun skill of anyone trying to shoot you in that second. I believe this is only possible if you're moving more than a step, i.e. as part of an all-out dodge, a move-and-attack or a move. Your 'evade' dodge can be your acrobatics dodge and/or your dodge-and-drop.

This combination of rules has always felt pretty good to me - providing a balance of cinema and high-risk. But, I'd love to find where the rules are actually published, or know for sure if they're made up.

Thanks much.
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