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#1 |
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Join Date: Jun 2013
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I think I rather like this handling, although I'd agree with using Evasive Maneuvers or similar as the name to avoid confusion. One thing I'd change is to have it be an option the character takes on his turn, with the decreased movement rate and/or action penalty you outlined to be able to do it at all (further penalties could be available in cinematic campaigns to get a boost to the defense).
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#2 | |
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Doctor of GURPS Ballistics
Join Date: Sep 2004
Location: Lakeville, MN
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Quote:
It has a mechanic for evasive maneuvering already. It has stuff that make dodge reactive. It has a lot on facing and perception.
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#3 |
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Join Date: Nov 2011
Location: South Dakota, USA
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For those of us that aren't going to have access to "Dodge This" anytime soon, I do like these rules. I see both the up and the downside to using a familiar term like "Passive Defense" to describe it.
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My GURPS Fourth Edition library consists of Basic Set: Characters, Basic Set: Campaigns, Martial Arts, Powers, Powers: Enhanced Senses, Power-Ups 1: Imbuements, Power-Ups 2: Perks, Power-Ups 3: Talents, Power-Ups 4: Enhancements, Power-Ups 6: Quirks, Power-Ups 8: Limitations, Powers, Social Engineering, Supers, Template Toolkit 1: Characters, Template Toolkit 2: Races, one issue of Pyramid (3/83) a.k.a. Alternate GURPS IV, GURPS Classic Rogues, and GURPS Classic Warriors. Most of which was provided through the generosity of others. Thanks! :) |
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#4 |
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Join Date: Jun 2013
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The evasive maneuvering in that article is rather harsh. It works fairly well if you want to just move, but if you're trying to fight at the same time you're pretty much out of luck. That's arguably more realistic, although I prefer the increased variability of a Dodge to the penalty to enemy attacks in that article, and this version allows you to make some use of evasive maneuvering against melee combatants as well. All the bits about facing and perception from that article would be extremely useful in helping decide if an Active Dodge is an option, of course (and can help inform the players on if they should be using evasive maneuvering while fighting).
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#5 |
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Join Date: Apr 2005
Location: France
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In my humble opinion, the best answer to this question (Dodge - Active or Passive?) is: both, my Captain!*
Indeed, Dodge is reflexes. Are reflexes passive? Yes, they are. If your reflexes are good, they don't need reflexion. They don't ever need decision. When you have to think before acting, it is not anymore reflexes. It becomes an action while reflexes are just supposed to be a reaction. A spontaneous reaction. A barely conscious one. Are reflexes active? Yes, they also are. If you don't perceive the danger, you don't react. Which is the definition of GURPS dodge. Reflexes may be barely conscious, they are not totally unconscious: someone unconscious cannot move (even if he still has some tiny reflexes, like pupil dilatation)... So, in my humble opinion, Dodge is passive and active. It is especially passive when you roll against your basic score. You can then dodge any number of attacks, without penalty. It doesn't mean that you make several dodges; you can dodge several attacks with only one move (after all, all the attacks are supposed to strike you at about the same time in a turn which lasts only one second). And it is especially active when you choose a maneuver that improves your dodge score: acrobatics, retreat... You can do that only once in a turn, which means that it requires attention and conscious decision. That is how I handle dodge. Like reflexes. Unless choosing a special use of dodge, you don't have to declare that you will dodge since you can dodge any number of attack you are aware of without the least penalty. But you still have to perceive these attacks, or you won't be able to dodge them. Thinking dodge in term of reflexes solves most issues and makes more sense. Parry and blocks are reaction too, but not really reflexes, since you have a decision to take. Multiple parries or blocks gives penalties. _____ *I don't know at all where this French expression "Les deux, mon Capitaine!" comes from but it is a classical answer in France. |
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#6 | |
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Join Date: Sep 2004
Location: Canada
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#7 | |
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Join Date: Apr 2005
Location: France
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#8 |
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Join Date: Dec 2009
Location: Caxias do Sul, Brazil
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Wait a minute, if Dodge is reflexes, why is it influenced by DX and HT, but not by Per?
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#9 | |
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Join Date: Apr 2005
Location: France
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DX includes some perception. It is not only agility, flexibility, quickness, balance and fine motor ability. It is general adaptation of the body to the surrounding, which includes perception and even one kind of intelligence: bodily/kinesthetic intelligence. http://en.wikipedia.org/wiki/Theory_..._intelligences What is the stat for reflexes in GURPS? Basic speed. "Basic Speed is a measure of your reflexes and general physical quickness." (GURPS Lite, page 6)Does it require Perception? No. Only DX and HT... Why? Because it is Reflexes against a perceived thing. Most of the time, you only roll against that stat because it is obvious than you perceived the source of your reaction. But some other times, the GM will require a Perception roll first. Exactly as for Dodge. The GM may require a Perception roll first to see if you are aware of the attack. |
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