03-22-2016, 11:39 AM | #41 | |
Join Date: Mar 2014
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Re: Dodgin' Bullets
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Also the difference at the speed of light is already very large. It is large enough to make the difference between success almost all the time and it being imposible (except for automatic success). Last edited by Andreas; 03-22-2016 at 11:58 AM. |
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03-22-2016, 11:46 AM | #42 | |
Join Date: Jul 2008
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Re: Dodgin' Bullets
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(I have long thought that active defenses, especially Dodge, really need to be modified by travel time at longer ranges. I mean, whatever you think about dodging bullets at close range, it's obviously not hard for unpredictable movement to force a miss if your opponent has to predict where you're going to be two seconds in advance.)
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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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03-22-2016, 11:57 AM | #43 | |
Join Date: Mar 2014
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Re: Dodgin' Bullets
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Yes, basing the penalty on how much time has passed after you manage to spot the attack rather than just speed would be the most realistic solution. Last edited by Andreas; 03-22-2016 at 12:01 PM. |
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03-22-2016, 12:04 PM | #44 | |
Join Date: Jun 2013
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Re: Dodgin' Bullets
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The actual difference could be debated, of course. Dodging requires you to know the location of the hit within SM+0 (that is, you just have to know it's going to hit you), Parrying possibly within SM-6 or so, and Blocking within the SM of the shield, which could be used as a different sort of progression than halving vs fourthing the to-hit penalty. |
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03-22-2016, 12:23 PM | #45 | |
Join Date: Jul 2008
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Re: Dodgin' Bullets
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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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03-22-2016, 12:29 PM | #46 | |
Join Date: Oct 2004
Location: Berlin, Germany
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Re: Dodgin' Bullets
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Cheers HANS
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03-22-2016, 12:31 PM | #47 | |
Join Date: Mar 2014
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Re: Dodgin' Bullets
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Those rules give the same penalty for parrying an attack moving at 100,000 y/s as for dodging an attack that moves at the speed of light. That does not seem very reasonable. You might very well be able to spot it in settings with faster than light speed. Also you could predict it without directly spoting it (for example you might know that a laser pointed at you will fire at a certain time). It does not really matter anyway. There are sepparate rolls for spotting and dodging, so if you get a dodge roll, then it can be assumed that you somehow know about it. |
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03-22-2016, 12:36 PM | #48 | |
Join Date: Jun 2013
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Re: Dodgin' Bullets
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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. |
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03-22-2016, 12:49 PM | #49 | |||
Join Date: Jul 2008
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Re: Dodgin' Bullets
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Quote:
If, somehow, you character knows where a projectile is going to hit more than a second (really even, say, half a second) in advance their successful basic dodge by not being there shouldn't even take a roll. If they're capable of re-positioning out of the path, they can do so. But there's no need to have any idea where a projectile is going to hit. The point is moving such that the shooter can only guess at where you're going to be a couple seconds after they pull the trigger. Quote:
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03-22-2016, 12:50 PM | #50 | |
Doctor of GURPS Ballistics
Join Date: Sep 2004
Location: Lakeville, MN
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Re: Dodgin' Bullets
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But - again, for the purposes of the article Dodge This! - the velocity is very much the point.
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guns, tactical shooting |
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