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Old 11-08-2013, 03:37 PM   #1
Yako's Avatar
Join Date: Jun 2010
Location: Germany
Default Retreat and area attacks / explosions

When rereading Campaigns for some details, I noticed that I interpreted the dodge rules regarding area attacks in a not strictly canonical way, which I would like to get other opinions on.

Namely, I did let players use unmodified dodge with retreat to get a step away from an area attack / explosion / cone.

Technically, as retreat is only for melee and dodge and drop for ranged attacks (like the aforementioned), this is not correct, however, I still think it makes sense that you can jump aside even without dropping prone.
Of course this should make diving for cover (to actually reach cover) impossible and never give any bonus (as dodge and drop would), but the basic idea seems sound to me, plus, as area attacks and such are very powerful already, I would not really like to make them hurt even more by making everyone sacrifice their next action at least to get up again (especially in a fantasy campaign where for most fighters being prone means not being able to attack at all).

So, what is your opinion, would you allow it in your games or not?
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Old 11-08-2013, 07:12 PM   #2
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Join Date: Oct 2004
Location: The former Chochenyo territory
Default Re: Retreat and area attacks / explosions

As a campaign rule for fantasy play, I don't see a problem with it at all. Area effects are nasty; it's reasonable to nerf them a little when you're not playing superheroes.
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Old 11-08-2013, 10:34 PM   #3
Join Date: Nov 2009
Default Re: Retreat and area attacks / explosions

I would say 'no +3 to the roll' is quite reasonable for moving a Step away in time without going prone, and I've done the same. As long as they've not Retreated already or somesuch.
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area of effect, dodge, explosions, retreat

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