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#11 |
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Join Date: Apr 2006
Location: Brazil
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Thank you
Then if I get it, Active Defense against ranged attacks use the same rules to defend like melee: -2 if attack came from side hexes No defense if attack came from rear hex. Right? |
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#12 | |
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Dog of Lysdexics
Join Date: Oct 2004
Location: Melbourne FL, Formerly Wellington NZ
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Quote:
B394: "Defender cannot see his attacker. If the attacker (including his weapon) is invisible but the defender is aware that he is being attacked, he may dodge at -4. If the defender makes a Hearing-2 roll, he may also parry or block - still at -4." Last edited by roguebfl; 03-19-2012 at 04:37 PM. |
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#13 |
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Join Date: Apr 2006
Location: Brazil
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But this rules is for invisible opponents, and firearms are very fast to defend after the sound of shot.
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#14 | |
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Dog of Lysdexics
Join Date: Oct 2004
Location: Melbourne FL, Formerly Wellington NZ
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Quote:
This is the differences from of an previously unknown sniper shooting (you're unaware of the attack) And incoming fire repeated fire from gun position you haven't be able to locate yet. (effectively invisible -4 to dodge) Last edited by roguebfl; 03-19-2012 at 05:04 PM. |
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#15 | |
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Join Date: Nov 2009
Location: Oregon
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Quote:
But by RAW, as roguebfl says, if you're expecting the shot but can't see the shooter you can still Dodge, at -4. |
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#16 | |
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Doctor of GURPS Ballistics
Join Date: Sep 2004
Location: Lakeville, MN
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Quote:
This is not always as straight-forward as one might like, and sometimes it gets hard to rationalize . . . especially since one normally declares a defense AFTER you know if you're going to be hit, which might imply some sort of anticipation anywhere from "well, he was DEFINITELY pointing that gun at me" to "You mean I can dodge bullets? (" . . . you won't have to.")" The Harsh Realism rules that speak to active defenses vs firearms especially (even a slow bullet is ~250 yards per second, a .45 ACP, and a fast one over 1,000) deal with some of the occasional WTFrack moments that can be induced from this. But the flip side here is that most guns will do at least on the order of 3d injury, which is a "one shot to KO, two to dead" kind of risk . . . so the rules as they are can make up for this. Some. Still plenty deadly.
__________________
My blog:Gaming Ballistic, LLC My Store: Gaming Ballistic on Shopify My Patreon: Gaming Ballistic on Patreon |
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#17 | ||
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Join Date: Nov 2009
Location: Oregon
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Quote:
Quote:
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#18 | |
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Doctor of GURPS Ballistics
Join Date: Sep 2004
Location: Lakeville, MN
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Quote:
__________________
My blog:Gaming Ballistic, LLC My Store: Gaming Ballistic on Shopify My Patreon: Gaming Ballistic on Patreon |
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#19 | |
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Join Date: Jan 2006
Location: Most definitely alone
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Quote:
I've used DECIDE in a Dungeon Fantasy adventure (and I'm about to use it in an Action! adventure, and I can tell you that I really like how it works. I use it for everything, not just fast attacks, and it really makes the combats seem more interactive, not I-go, U-go. People have to make hard choices ("Do I use my good parry, and lose my attack with this unbalanced weapon, or go with a worse dodge?") rather than knowing whether to bother with single use defenses. It also seems to make players visualize how a fight flows more. Since they are declaring everything, they know whether they are blocking with a shield, or ducking the swing, regardless of whether it hits. Declaring their reactions seems to keep them in the moment. As an aside, I assume that everybody always dodges, if they are aware of an attack, unless they say otherwise. If someone specifically says "I continue to aim." or "I stand here looking grim.", then they don't dodge. This way, the player who accidentally forgets doesn't get penalized.
__________________
Build a man a fire and he's warm for the night. Set a man on fire and he's warm for the rest of his life. Last edited by Mister Negative; 03-19-2012 at 10:57 PM. |
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#20 | |
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Join Date: Nov 2009
Location: Oregon
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Quote:
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| combat, dodge, retreat |
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