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Old 10-11-2016, 08:20 AM   #1
Erling
 
Join Date: Sep 2014
Default 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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Last edited by Erling; 10-11-2016 at 08:23 AM.
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Old 10-11-2016, 09:00 AM   #2
Tomsdad
 
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Default Re: Dodge and Move calculation

Quote:
Originally Posted by Erling View Post
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)).
Not 100% on that one, I think I'd need to see the wording of the implant

Quote:
Originally Posted by Erling View Post
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?
IMO it's 7 because you're adding 2 to the your dodge stat (which is now 5 instead of 10). Which is why seriously wounded people tend to take options that maximise this kind of benefit like retreat.

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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Old 10-11-2016, 10:58 AM   #3
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Default 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.
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Old 10-11-2016, 11:18 AM   #4
smurf
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Default Re: Dodge and Move calculation

Isn't dodge alway speed +3?

Basic move of 5 +3 and if injured (as noted above) 2 +3.
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Old 10-11-2016, 11:27 AM   #5
RyanW
 
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Default Re: Dodge and Move calculation

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Originally Posted by smurf View Post
Isn't dodge alway speed +3?

Basic move of 5 +3 and if injured (as noted above) 2 +3.
Dodge isn't based on Move, but on Basic Speed (which is not modified by injury).
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Old 10-11-2016, 11:42 AM   #6
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Default Re: Dodge and Move calculation

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Originally Posted by RyanW View Post
Dodge isn't based on Move, but on Basic Speed (which is not modified by injury).
It is modified. see B380
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Old 10-11-2016, 05:09 PM   #7
sir_pudding
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Default 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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Old 10-11-2016, 05:27 PM   #8
corwyn
 
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Default 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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Old 10-11-2016, 05:38 PM   #9
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Default Re: Dodge and Move calculation

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Huh, what do you know. BS 380 does say halve basic speed and is not errata'd.
Weird. Well I wouldn't actually do that.
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Old 10-11-2016, 06:17 PM   #10
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Default Re: Dodge and Move calculation

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Originally Posted by sir_pudding View Post
Weird. Well I wouldn't actually do that.
Hells, no, me either. That way lies madness.
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