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#1 |
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Join Date: Oct 2009
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I just watched the 'Lost Planet 2' trailer and notice that in order to get out of the way of a large pincer right the hell now the protagonist(?) dives out of the way. But I'm led to believe that a Dodge and Drop can't be used in Melee combat (books aren't here, so I'm going off fellow players' advice).
Why can't it be used? It'd be a bit dramatic to do it in a brawl, but it would certainly help. And furthermore, before I look up the rule but I'm pretty sure it does, does Dodge and Drop put you in a different hex, or between hexes? Could a Drop n' Dodge followed by an Acrobatic Roll (or just attack Prone with penalties) set you up for a 'Run Around' Attack? |
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#2 |
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Join Date: Jul 2008
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I don't know the answer to your core question, but I should note that there's a minor error here. Martial Arts does permit a 'dodge and drop' (I think it calls it a dive) in melee combat. It's much less effective than a normal retreat or a Dodge and Drop vs. ranged attack, though.
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I don't know any 3e, so there is no chance that I am talking about 3e rules by accident. |
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#3 |
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Join Date: Sep 2008
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Martial Arts allows one to use Dodge and Drop in melee, although the bonus is dropped to +2, making Retreat a better option in general. Dodge and Drop can also move where you are (an aspect used for Diving for Cover, from B377). You are best served by Retreating, unless the attack is considered an area attack, in which case you need to Dodge and Drop to avoid it.
EDIT: Just watched two trailers, neither of which had what you're talking about. If you're just referring to the ability to roll out of the way, that's probably just an Acrobatic Dodge. Of course, you've just reminded me that I need to beat the first one. Got all the way to the final boss before my computer died on me (although I wasn't having much luck fighting him using the keyboard).
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Quos deus vult perdere, prius dementat. Latin: Those whom a god wishes to destroy, he first drives mad. Last edited by SuedodeuS; 05-21-2010 at 12:08 AM. |
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#4 |
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Join Date: May 2008
Location: CA
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A dodge and drop is a terrible idea in melee combat. You might benefit somewhat from doing it against the specific attack you were dodging, but you wind up prone right next to the guy trying to kill you, in which case your attack and defense rolls are both penalized significantly. Other guy has the advantage and will cut you up.
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#5 | |
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Join Date: Oct 2009
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#6 | |
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Join Date: Sep 2008
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*I recently gamed out an encounter between an acrobatic swordsman and a T-Rex. The deciding point in the fight was when the swordsman failed his Acrobatics 16 check (I rolled 17) and ended up being stepped on by the T-Rex. So, yeah, relying on Acrobatics can get you killed, regardless of your skill level.
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Quos deus vult perdere, prius dementat. Latin: Those whom a god wishes to destroy, he first drives mad. |
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#7 | |||
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Join Date: Oct 2009
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Also, another enemy doesn't seem like such a big threat; I would imagine throwing yourself to the ground gives you the +2 for every attack that turn, not just against one foe as suggested. Regardless of RAW I find it highly presumptuous that the split-second an enemy has to react (since all turns take place in a second) is enough to compensate. And I'd hardly consider leaping away to somersault 'just an Acrobatic Dodge'. That'd imply that moving 2-3 yards, half in a tight ball, is easier to hit than someone throwing themselves to the ground. Quote:
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#8 | ||||
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Join Date: Sep 2008
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__________________
Quos deus vult perdere, prius dementat. Latin: Those whom a god wishes to destroy, he first drives mad. |
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#9 | |
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Join Date: Jul 2008
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Which usually will not be right after a dodge, but rather on your next turn after a dodge.
__________________
I don't know any 3e, so there is no chance that I am talking about 3e rules by accident. |
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Join Date: Oct 2009
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