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Old 08-23-2018, 04:39 PM   #10
Raekai
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Join Date: May 2011
Location: Columbus, Ohio
Default Re: Dodging Bullets, Evasive Movement, and a Proposed "Cosmic, No dodge w/o evasive m

Quote:
Originally Posted by smurf View Post
Can you be a bit more specific?
Sure! Let's just say that I'm using the following optional rule.

Quote:
Originally Posted by Martial Arts, p. 123
Restricted Dodge Against Firearms: The GM may feel that because beams and bullets reach their mark at high speed, [...] dodging should be less effective against them. Optionally, if a fighter is aware of someone with a firearm [...], he may take “evasive movement” with respect to that one foe as a free action. If the specified gunman shoots at him before the start of his next turn, he may dodge. All of the usual modifiers apply. To claim the bonus for Acrobatic Dodge (p. B375), he must make his Acrobatics roll during his turn. To claim the bonus for Dodge and Drop (p. B377), he must dive prone at the end of his turn (this can be part of his free action). He can’t dodge firearms attacks from any enemy but the one he specified, evade more than one shooter, or declare his evasive movement after being attacked.
Now, I want to make an Innate Attack that represents a gun—just a regular gun, no mind bullets or anything. However, Innate Attacks can be dodged normally. Well, if it's to simulate this new optional rule, it needs to be modified to show that it can't be dodged unless a fighter takes "evasive movement" against the shooter.

"Cosmic, No active defense allowed, +300%" to "Cosmic, No dodge allowed, +150%" to "Cosmic, No dodge allowed without evasive movement, +X%". What should the cost of that enhancement be?

That's all I'm trying to figure out.
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