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#1 |
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Join Date: Jul 2007
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Lets say you have a grenade like potion with a 2 hex radius. (Like some in the 1st or 2cd fantasy book... cant remember which right now, not important.)
So... Player 1 takes a move and attack on enemy 2. Enemy 2 parries. Player 2 does step and all out attack on enemy 2. Enemy 2 dodges. Player 3 shoots bow from 10 yards away. Enemy 2 fails to dodge takes x damage. Enemy 1 who is about 5 yards away throws a grenade that explodes on contact and does 3D fire damage in a 2 hex area. I am assuming a block or parry would break and trigger the grenade. But how about dodge. Player 1 moved and attacked... so even if he dodges isn't he still going to get hit? Player 2 AoA so hes a non issue and player 3 is out of range. Enemy 2 hasn't had his turn yet but assuming he is still up couldn't he attempt to dodge and get out of range? How would you handle this? |
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#2 |
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Join Date: Sep 2007
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I would have the damage of the explosive decrease with distance. Say, 3d damage in the hex the grenade lands in, and then 2d for the next ring of hexes, etc.
I would give someone who was within the radius of the explosion a chance to dodge with a retreat to move one hex away to lessen the damage they take. I know (at least in 3rd edition, which I am still using) that you cannot retreat from a missile attack, only dodge and drop, but I would allow it anyway. |
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#3 | |
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Join Date: Jul 2007
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Quote:
If you have already moved and attacked... (Not step and attack) can you still perform a retreating dodge? You cant retreat from most missle attacks but from a grenade like weapon that seems to be good house rule to allow. |
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#4 |
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Doctor of GURPS Ballistics
Join Date: Sep 2004
Location: Lakeville, MN
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If you can dodge a grenade you can dodge a ball!!!
(sorry. just Netflixed the movie. nothing to see here.)
__________________
My blog:Gaming Ballistic, LLC My Store: Gaming Ballistic on Shopify My Patreon: Gaming Ballistic on Patreon |
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#5 | |
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Join Date: Jul 2007
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Quote:
Seems to me with a 2 hex radius there should be someway to dodge into the 2 hex damage zone... (If the damage is the same there then the point is moot) Large creatures might be able too or particularly fast ones. But still if you take a move and attack i am still not certain if you can do a retreating dodge. I will have to do some more reading. |
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#6 | |
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Join Date: Sep 2007
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Quote:
Nonetheless, according to my Basic Set (3rd edition remember) there is nothing saying you cannot retreat after stepping, moving or whatever. You can only do it once per turn and there are restrictions depending on if you're sitting or kneeling or whatever. The one-hex move from a retreat seems to be separate from your usual move allowance for the round. |
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#7 | |
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Join Date: Apr 2005
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Quote:
As for the OP: After a Move and Attack, you cannot retreat (B366). The rule for Diving for Cover to save yourself from a area attack is under Dodge and Drop (B377) however. Since Dodge and Drop and Retreat are listed seperately, it's unclear as to wether you can Dodge and Drop to "Dive for Cover" after doing a Move and Attack, or any other option that restricts retreats. It could easily be argued either way, though strictly speaking, they seem to be seperate, and at most mentioned as being "similar," so it would seem that you could still dive for cover after doing a Move and Attack. Could be useful to get some clarification on that... |
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