| SuedodeuS |
05-21-2010 11:22 AM |
Re: Dodge and Drop; can't be used vs. Melee why?
Quote:
Originally Posted by Ubiquitous
(Post 986963)
Well, the thing is, you probably aren't. Mechanic-wise, the +2 to Dodge, being negated, means that to bust that you've gotta take a -4 to your skill for a Deceptive Attack, plus whatever the new penalty is for raking a prone guy. How it would look in real-life is when you went to swing, he dropped. Maybe I'm too unfamiliar with axe-combat to see how you'd correct, but I think if someone dropped totally down the best I could do would be lower my hit maybe three feet, which I don't think'd connect. No offense meant about your ability with an axe but if the scenario is saying that it's dodge-enhancing to 'sprawl out', what difference does it make if you sprawled against one guy and not a bunch of others. How do you sprawl just for one guy and not a bunch of others?
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Mechanic-wise, the enemy doesn't get the +2, because he didn't Dodge and Drop against your attack. Assuming you play using some ridiculously-complex* rules where everybody declares their intentions at the beginning of a round, and then game them out, the guy really is dropping at around the same time you are taking a Step to get closer (if you're already close enough, you'd just be delaying your swing a bit - maybe sacrifice a Step?), which should give you enough time to compensate. So long as you are using a Reach 1+ weapon, it is assumed to be capable of reaching a lying foe without you needing to change posture (a particularly short Reach 1 weapon, like a hatchet, might require you to crouch, for a -2 to hit). Worst case scenario, the attacker does need to adjust, in which case his place in the movement order drops a bit (or he makes an attack and you get full Dodge). Falling down in the middle of melee combat is generally a Bad Idea.
*Ridiculously-complex in what happens when a previous maneuver makes your choice null. If you say "I'll Step toward guy x and attack," and then he moves out of range on his turn, what the heck do you do? Give up your action? Step and swing at the air? Allow you to trade "initiative" in to choose something else? There's a reason actions are taken one after the other.
Quote:
Originally Posted by Ubiquitous
(Post 986963)
You do, then get back up. The 'drop' in this case is just formality but originally I thought it was a case of Acrobatic Stand.
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A Dodge and Drop leaves you on the ground, although you may be able to stand up readily on your next turn. It involves you purposefully splaying out on the ground to avoid an attack - it is inconsistent with a quick roll to avoid an attack.
Quote:
Originally Posted by Ubiquitous
(Post 986963)
By saying Retreating Acrobatic Dodge, does that mean you're collecting +3 Dodge from a Retreat and +1 from an Acrobatics success?
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+2 from Acrobatics, actually, but yes, that is exactly what I'm saying. The swordsman in the T-Rex thread ended up with a total Dodge of 16 after Retreating and Acrobatics.
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