Thread: Dodgin' Bullets
View Single Post
Old 03-22-2016, 12:36 PM   #48
Varyon
 
Join Date: Jun 2013
Default Re: Dodgin' Bullets

Quote:
Originally Posted by Ulzgoroth View Post
I have long thought that active defenses, especially Dodge, really need to be modified by travel time at longer ranges.
Indeed. Ideally, there should be a system to represent your character knowing when and where, within some error, the attack is going to hit. How long that is from the moment the character determines it would grant the character a bonus to defend, with an appropriate adjustment for the above error. I've no good idea on how to build such a thing, unfortunately.

Quote:
Originally Posted by Ulzgoroth View Post
But you can't spot an incoming lightspeed projectile at all.
In a setting where objects can move faster than lightspeed, characters being able to perceive faster than lightspeed is a possibility. Of course, that pretty much has to be the case for penalties beyond c to come into play - if you can't perceive it, you can't defend against it.
Varyon is online now   Reply With Quote