10-11-2016, 08:20 AM | #1 |
Join Date: Sep 2014
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Dodge and Move calculation
There are many factors which affect Dodge and Move: Basic Speed, HP and FP under 1/3, posture, encumbrance, advantages and disadvantages. In which order shall I apply factors? Multiplicative first, additive second? Trait-related first, situational second?
Example #1. A character with Basic Move 7 was wounded (under 1/3 HP, Move x0.5). He also has Light encumbrance (Move x0.8). Resulting Move is 3 (7x0.5=4 (round up), then 4x0.8=3 (round down)). What will happen if he activates an implant (takes drug, etc.) which temporarily grants +1 Basic Move? Looks like nothing's gonna change (8x0.5=4, then 4x0.8=3 (round down)). Example #2. A character with Dodge 10 was wounded (under 1/3 HP, Dodge x0.5). Resulting Dodge is 5. What will happen if he uses Acrobatic Dodge (+2 Dodge)? Will his Dodge become 6 or 7?
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When in deadly danger, When beset by doubt, Run in little circles, Wave your arms and shout. Last edited by Erling; 10-11-2016 at 08:23 AM. |
10-11-2016, 09:00 AM | #2 | ||
Join Date: Jan 2010
Location: Brighton
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Re: Dodge and Move calculation
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That said in this instance I'd likely penalise the acrobatics roll in some way even if outside the 1 turn shock period (but that's me, and double dipping the penalty). Last edited by Tomsdad; 10-11-2016 at 09:03 AM. |
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10-11-2016, 10:58 AM | #3 |
Join Date: Sep 2004
Location: Medford, MA
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Re: Dodge and Move calculation
I can tell you how it makes sense to me and how I do it. I see a clear order of operations based on permanence.
Move is the base, the priority. Then next most permanent then goes: Advantages/Disadvantages. Things that permanently affect your Move or Dodge. Then encumbrance. Because that is the next most unchanging in the combat line. If you are in heavy armor you are in heavy armor regardless of your posture or injury status. Then posture, because everyone has a posture, not everyone is wounded or winded. Then wounded/winded status, because not everyone has it, but when you do, it sticks around for a while. Then one second penalties like Shock/Stun Then one second bonuses like All Out Defense, etc. |
10-11-2016, 11:18 AM | #4 |
Banned
Join Date: Jun 2005
Location: Bristol
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Re: Dodge and Move calculation
Isn't dodge alway speed +3?
Basic move of 5 +3 and if injured (as noted above) 2 +3. |
10-11-2016, 11:27 AM | #5 |
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Join Date: Sep 2004
Location: Southeast NC
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Re: Dodge and Move calculation
Dodge isn't based on Move, but on Basic Speed (which is not modified by injury).
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RyanW - Actually one normal sized guy in three tiny trenchcoats. |
10-11-2016, 11:42 AM | #6 |
Join Date: Oct 2008
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Re: Dodge and Move calculation
It is modified. see B380
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10-11-2016, 05:09 PM | #7 |
Wielder of Smart Pants
Join Date: Aug 2004
Location: Ventura CA
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Re: Dodge and Move calculation
No, Basic Speed doesn't get modified by injury. GURPS turn sequence is invariant, and stuff actually breaks a little if you start shuffling it in the middle of combat.
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10-11-2016, 05:27 PM | #8 |
Join Date: Aug 2004
Location: Saskatoon, SK
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Re: Dodge and Move calculation
Huh, what do you know. BS 380 does say halve basic speed and is not errata'd.
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MiB 7704 Playing: GURPS Nordlond Dragons of Hosgarth Running Savage Worlds Tour of Darkness (Vietnam + Mythos) |
10-11-2016, 05:38 PM | #9 |
Wielder of Smart Pants
Join Date: Aug 2004
Location: Ventura CA
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Re: Dodge and Move calculation
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10-11-2016, 06:17 PM | #10 |
Join Date: Aug 2004
Location: Saskatoon, SK
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Re: Dodge and Move calculation
Hells, no, me either. That way lies madness.
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MiB 7704 Playing: GURPS Nordlond Dragons of Hosgarth Running Savage Worlds Tour of Darkness (Vietnam + Mythos) |
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