09-20-2020, 05:07 PM | #91 |
Banned
Join Date: Jun 2005
Location: Bristol
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Re: Issues with Retreating Dodge
The way I read it is:
Sworddude has reach, either 1 or 2 hexes. The Sworddude had the option of a C attack to kick. The Bow dude retreats one hex but still in Sword reach. The Bow dude has one shot at the sworddude who can also do a retreating dodge. The Bow dude needs to reload and ready again... under attack from the sworddude. A penalty for getting a new arrow into the bow should be a problem. The result will be for the bowdude reaching for a HTH weapon. |
09-21-2020, 12:59 AM | #92 | |
Join Date: Jan 2010
Location: Brighton
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Re: Issues with Retreating Dodge
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How is the archer fast drawing their arrows? IIRC to get one shot per turn you need a successful fast draw arrow and fast draw bow roll? You put up an example earlier up were they had heroic archer. If that is the basic assumption then OK, but at 20CP that's quite an advantage here. Also all else being equal archer seems to have a higher DX than Axe wielder to get the better basic dodge? As others have said if axe is hitting but not wounding that suggests archer is wearing armour (and if the archer went for the face that also suggests broadsword is wearing armour). But you've seem to have built an archer who can do the back peddling and shooting every turn with enough dodge to make it better, and just given the other fighter an axe. Nothing wrong with that and the archer has spent the points to make the tactic work than they should definitely employ the tactic. Give the axe a guy a shield, and a visor, let them spend the points they didn't spend on heroic archer and DX on more axe skill or what ever. To really judge the situation we do kind of need the full details of what each has here. But really are these equal builds either in terms of CP in general or how they've been optimised for this fight?
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Grand High* Poobah of the Cult of Stat Normalisation. *not too high of course |
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09-21-2020, 06:02 PM | #93 | |
Join Date: Oct 2005
Location: Göttingen, Germany
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Re: Issues with Retreating Dodge
One little point I noticed, where I would like to know the RAW way:
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From a generic viewpoint, IMHO, defenders react to the _anticipation_ of the incoming attack. I wonder if there is a strict rule that forbids a player to come up with a defense (though "unneeded try") against a failed attack at times...? (Normally, of course, we don't want that just to streamline things, having faster combat!). I would have thought the reasoning for the retreat option is basically the strong will to survive, to avoid the attack etc., then it could well be we just feel it is very close and we have to get out quickly... As a GM I would probably allow that just for logical reasons, if the player asks for it. For me I think it would make less sense if e. g. trying to parry a weapon that was trying to hit me, but failed, would generally not be allowed. ...for instance it could also be of relevance that I would like both weapons to connect physically. Last edited by OldSam; 09-21-2020 at 06:59 PM. |
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09-21-2020, 06:40 PM | #94 |
Join Date: Oct 2005
Location: Göttingen, Germany
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Re: Issues with Retreating Dodge
Another idea to deal with the issue of repeated retreats:
Most people having experienced a fighting training situation with one person quickly moving backwards for a few seconds, fleeing from a forward moving opponent, would say that constantly moving backwards is very stressful, moving forwards is easier, letting you generate more pressure with less energy. Possible house rule: A way to simulate this could be demanding extra effort for repeated retreats (not the first one): - Pay 1 FP for each repeated retreat, until you stop to use the retreat option for at least one turn. Last edited by OldSam; 09-21-2020 at 06:55 PM. |
09-21-2020, 06:57 PM | #95 | |
Join Date: Jul 2008
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Re: Issues with Retreating Dodge
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Variant rules where you defend against attacks before you know whether they succeeded are certainly a thing, but they are variants.
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I don't know any 3e, so there is no chance that I am talking about 3e rules by accident. |
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09-21-2020, 06:59 PM | #96 |
Join Date: Feb 2005
Location: Berkeley, CA
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Re: Issues with Retreating Dodge
As written, you are only able to attempt an active defense if your opponent hit you, and you can only retreat in response to a hit (exception: sacrificial dodge and dive for cover do not require a hit). This anomaly is another reason to replace the concept of retreating with a more general step rule that doesn't care what you use the step for.
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09-21-2020, 07:02 PM | #97 |
Join Date: Jul 2015
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Re: Issues with Retreating Dodge
My group uses a house rule:
If you step on your turn, you cannot retreat dodge on your defense (unless you're straight up running away). It makes you have to think more tactically about how you want to use your movement. |
09-21-2020, 10:49 PM | #98 | |
Join Date: Aug 2018
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Re: Issues with Retreating Dodge
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In cases where two people want to do the same thing: we already face that dilemma if 2 heroes both want to Sacrificial Dodge in front of the same puppy. Probably could resole that with usual initiative rules. I think this would apply to a lot of "free action" stuff as resembling a "power dodge" too. Like dropping things is a free action, as is releasing a grapple, but if you're holding someone who is going to attack you via turning on their aura, then you could roll dodge to release your grip in time. |
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09-23-2020, 02:16 PM | #99 | ||||
Guest
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Re: Issues with Retreating Dodge
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Everyone here should have the same thoughts about combat on flat, featureless, infinite planes... Quote:
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I generally allow Giant Step Extra Effort and abilities like Great Void (DFRPG Adventurers pg 37) to ignore these houserules, since there is a premium being paid (FP or exp) for this rule or ability. * I prefer this when I'm GMing 'realistic' campaigns. When I'm running or playing in a cinematic free-for-all like DF/RPG? No. Not the least because I have a Swishypokler who get's 6-10+ yards of movement with a standard Attack Maneuver due to Giant Step, Great Void, Void Step (opposite of Great Void, usable with attack maneuvers that only allow a Step), and Chambara attacks (trade an Unmodified attack for an extra Step) and defenses (unlimited Retreats, but each one past the 1st is at a cumulative -1 and "costs a defense"). On the flipside, we don't know what the setup was. The Archer may have been a Heroic Archer built on 300 points facing a scrub swordsman built on 25 points, jogging slowly backwards around a flat, well-maintained arena, with an unlimited arrow capacity quiver... Maybe the GM overlooked a few rules and the archer got away with some cheese*. We don't know. * My favorite example of this was a first time GM running a Supers game who made an error calculating his NPC's Dodges, he thought it was (DX+HT/4)+3... so the generic mooks were running with Dodges of 15 for several sessions. It wasn't until he complained about how "unrealistic" this was in front of me. I had him explain, and then gently corrected his math. We laughed, he played it off well, deciding the mooks were all hopped up on super-juice and made it an ongoing problem for us to solve (and of course one PC just had to try to replicate the drug formula... and get themselves hooked... because reasons...). Yup, pay-it-forward. It's my preference for realistic and semi-realistic campaigns. I've also allowed "pay-it-back", but that usually just ends up with arguments and headaches that pay-it-forward neatly nips in the bud. |
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