Dodging Difficulty
So I'm walking to dinner tonight and I think to myself... hmmm... are all attacks equally tough to dodge?
Are thrown baseballs, thrown axes, sword blows, crossbow bolts, rifle fire and laserbeams all equally as tough to move out of the way of. I realized I could make a reasonable case that they aren't. Slow moving stuff is easier to see coming. It is easier to react to. Perhaps it should get a bonus. to dodge. If you have sufficient levels of ATR or even ETS (to see it coming) maybe you should be able to more easily dodge fast things too (maybe only for the first one for ETS, I don't know). If a guy with a laser pistol with some kind of mind controlled trigger is drawing a bead on me... should I get to dodge as easily? probably not in my mind. It's impossible to tell when he's going to fire, and I certainly can't 'see it coming and get out of the way'. I know we aren't representing actually dodging rounds, but it seems like there might be good reason why some attacks would get bonuses or penalties to dodge. Any opinoins? Is this already a well established rule and I am totally brain dumping it? |
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With human reaction speeds, dodging is less reactive "I see where that arrow is going, now I move." and more proactive "I'm guessing he's gonna shoot there, so I'm gonna go this way." making the speed or size of the projectile fall below GURPS resolution until it is really fast (lasers! pew pew!) or really slow (that rock will hit me in a second or two). At least, that's how I see it.
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More importantly, even if your assertion were true that such situations never arise, this doesn't mean if we have the same characters operating under the same rule system and it is realistically harder to do one thing compared to another, that those things should be the same difficulty according to the rule system. |
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Dan Daly got his first MoH, in the Boxer Rebellion, when his lightly defended position was attacked by hundreds of mostly unarmed guys. By the end of it, he too was fighting in hand to hand combat. He probably killed about 200 people that day.
Dan Daly. That is all. |
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I've toyed around with givings guns 1 point of free Predictive Attack, and energy weapons 2 free points - essentially, a -1 or -2 to Dodge. It makes firearms and lasers harder to dodge than bows, but not so much harder than people can't dodge them entirely.
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Take a simple reach 2 weapon, a swing coming in at an angle can often be dodged or side-stepped, on the other hand, a long center mass sweeping horizontal swing, which is easily blocked/parried, is impossible to dodge/step out of the way of, unless you dive/drop, or go all matrix acrobatic like. Or take a stream of fire sweeping across horizontally at center mass height, other than dive/drop, or matrix acrobatics, no dodge should ever work. |
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It appears that there may be. Need to go look at predictive attack. Anyone happen to know what page it's on? |
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Suppose that Average Joe is walking on the street - like almost everyone does it, that is without encumbrance. A bad guy walks in front of him, draws a knife and says "Give me all your money, bastard!" Joe refuses and the bad guys attacks. Joe's effective dodge is 8 + 3 (retreat), that is 11. 62.5% chance of avoiding the blow without the least training! Now, suppose that this bad guys has a gun instead of a knife. If Joe dodges and drops, following the Basic Set rules, Joe's chance of avoiding the bullet are exactly the same... 62.5%. Every one with common sense would say that it is far much easier to dodge a knife blow than a man who has just to pull the trigger of his gun... And this is, to my mind, what Benz 72 was meaning. But, as Sir Pudding said it, there already are optional rules for those who want more realistic dodge. Limiting Dodge, in Martial Arts, pages 122-123, for instance. Or those in Tactical Shooting - which I didn't buy yet. And remember that the GM may always give extra modifiers for specific situations. No matter how comprehensive a role playing system can be, it can't anticipate every contingency. Hitting a foot is easier with a spear than with a knife, for instance. Likewise, dodging some blows is easier than dodging some others. So, the GM is free to add a task difficulty modifier if he fit that they are appropriate. See Basic Set pages 345-346. Just don't forget to divide them by 2 for defense rolls. |
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I have read it that Dodging represents anything an untrained person can do that will cause an attack to hit.
The bit that seems screwy to me is the extra's you can choose to add retreating and dropping. They both should be decision that you make on your turn rather than as a reaction. Worked examples DX 10 1point of skill in either knife or gun gives a 50% chance of hitting. Does the attacker have a 50% chance of missing if the defender does nothing? I don't think that fits so we need some tactics. With the knife he telegraphs +4 to hit and +2 to dodge and uses an all out attack determined (it could be AoA strong for more damage). Retreating makes sense here it's a perfect example of the "eek a pointy thing" response. Result Skill 18 and +2 to dodge or skill 14, +5 to dodge and +2 damage. Now for the gun A couple of seconds pointing the gun at the target probably counts as aiming. Add an all out attack determined. Would you really throw yourself to floor in front of a man threatening you with a gun instead of running away or attempting to fight back? I wouldn't. So skill 13 to 15 and no bonus to dodge. We could run the percentages but I am pretty sure the knife is less likely to connect. |
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The bad guy with the knifeFollowing GURPS rules, Average Joe wold better dodge and drop than try to run away... But, of course, the problem with dodging and dropping is that he would be prone just after... Which would reduce drastically his chance to survive a second shot. |
Re: Dodging Difficulty
Thanks for doing the maths.
I didn't like the AoA determined for the knife because I thought it pushed the to-hit chances to far apart and the strong attack would guarantee the knife did some real damage. If the target has committed to dropping to the floor, that's a lot more movement for the shooter to react to than normal. It's the choosing to drop that seems weird to me. Using a wait action to drop on being shot at makes more sense to me. |
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