09-11-2022, 05:03 AM | #11 | |
Join Date: Apr 2022
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Re: Making Sense of All-Out Defense
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The system throws you a bone that you get a chance to dodge if you get shot at and you are aware of the attack. If you then continue to stay in the killzone despite not having means to deal with it, make it 'harmless' or 'a regular adventuring hazard', then you're the problem, not GURPS. What would someone not at all immune to bullets be considered, if they stood, knowingly, in the killzone of a marksman? Sane? I doubt it. So, take that opportunity the system throws at you so you don't perhaps have to create a new character after getting chunky salsad by high caliber rounds...and seek cover. If you are impervious to bullets, or are otherwise well suited for standing there to recite a spell or whatever, then fine. Otherwise you're probably roleplaying badly, and should get some disadvantage for it, cause, again, noone sane just stands in a hail of bullets if they are vulnerable to them. Also, your character didn't necesasrily know that the bullet was about to hit him, GURPS just saved you a potential reroll on a regular, non bullet proof character by giving you an active defense. Which, again, shouldn't be abused by a regular chararacter. (If characters had PSI/precognition then attacks from behind wouldn't do away with defenses...) And to me, this also extends to split defenses, options for those who want them. Cause if you have a bullet proof, or resistant character, but not a melee proof one, you might want to decide which kind of defense you take, perhaps you're on a narrow bridge and retreating would mean plummetting down. Etc. I think it's all good on that front for GURPS, at least for myself. Last edited by Lovewyrm; 09-11-2022 at 05:07 AM. |
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09-11-2022, 10:15 AM | #12 | ||||
Join Date: Jun 2018
Location: The Wired
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Re: Making Sense of All-Out Defense
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Consider a case where we see an attack coming and then dodge—successfully—with our shield in position to block. The attack does not make contact with our shield because we, shield and all, have moved out of the way. This is how I imagine a double defense involving a dodge and a block, but it doesn't match up with the mechanics. Observe that:
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Except I might make it into "step, +2 to all defenses OR half-move, +2 to dodge only", just to preserve the distinction between "Stand your ground, men! Stand your ground!" and "Skedaddle the hell out of dodge." |
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09-11-2022, 11:03 AM | #13 |
Join Date: Jun 2018
Location: The Wired
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Re: Making Sense of All-Out Defense
I do have a response to this, but in the interest of staying on-topic I'll take it to PMs. See you there.
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09-11-2022, 11:55 AM | #14 |
Join Date: Apr 2005
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Re: Making Sense of All-Out Defense
Regardless of what permutations of AoD folks consider to be realistic, I'd suggest that realistically Dodge is always the "defense of last resort."
This is because your body is almost always going to be behind your weapon or shield and Dodge is the one defense you can use if your weapon or shield is unready or knocked out of line. So, rather than Dodge first, then Parry/Block if Dodge fails, you should have to commit your Block/Parry defense first, then use Dodge as your second line of defense if using AoD (Two Defenses). |
09-11-2022, 03:18 PM | #15 |
Join Date: Jun 2018
Location: The Wired
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Re: Making Sense of All-Out Defense
The fact that your shield is between you and the enemy is represented by the shield's DB. If your Basic Dodge is 9 and your shield's DB is 2, and you roll a 10, the attack is assumed to hit your shield. This doesn't matter mechanically unless you're counting damage to the shield, but it is there. And in the case of that particular pair of numbers, the shield is about as likely to save you as the dodge. This kind of blurs the line between dodging and “blocking” already—moving your body a bit so that an attack hits your shield is, for the purposes of the availability of your block, considered a dodge. Diegetically, the difference is whether you're actively moving the shield itself into position—Basic Set assumes that shields are too unwieldy to do this more than once per second. I used to find it really weird that you only got one block per turn, but with DB taken into account it makes a fair bit more sense. I've been considering a house rule that gives weapons DB values as well, but that's for another thread.
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09-11-2022, 03:23 PM | #16 |
Join Date: Aug 2018
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Re: Making Sense of All-Out Defense
I don't like forcing it, but maybe we could steer people in that direction by penalizing a parry or block done in a turn where someone has already dodged?
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09-12-2022, 09:07 AM | #17 | |
Join Date: Aug 2004
Location: Wellington, NZ
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Re: Making Sense of All-Out Defense
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The second reason is a game-mechanics based one - forcing parry or block as the first defence severely weakens them as useful defences in AoD situations where there are multiple opponents because they'll be degraded very quickly. Among other effects this makes high-dodge (and thus usually high-mobility and also low-armour) characters stronger, and I don't think they need this.
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Rupert Boleyn "A pessimist is an optimist with a sense of history." |
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09-12-2022, 10:14 AM | #18 |
Join Date: Aug 2004
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Re: Making Sense of All-Out Defense
If anything, I think a dodge attempt (where you get partially out of the way) makes an accompanying parry/block easier.
Edit: normally, I expect such an interaction to be covered by the Retreat rules (including slip and sideslip variations). For AoD (double) I'd just let it work the way it does on paper. Last edited by kenclary; 09-12-2022 at 10:17 AM. |
09-12-2022, 12:43 PM | #19 | |
Join Date: Apr 2022
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Re: Making Sense of All-Out Defense
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The gist of my reply is: Your character, unless under extraordinary circumstances, is on the defensive the entire time. Not just 'right before the potential impact from a ranged attack'. A bunker rushing soldier is on the move and does not stand there. A mage under fire, casting a missile deflection shield should still be fearful, perhaps to the point of not standing there trying to cast it (unless, again, exceptional circumstances or not-really-threatened-by-fire) The 'potential hit' dodge is just a special case that throws a roll at you. If you're not immune against bullets and aren't "dodging" (aka GTFOing) the entire time, then it's bad roleplay. The 'pings' are just tension moments where the character can get hurt. The misses are freebies and 'automatic successes in the ongoing GTFOing of the character' It's not premonition, just game mechanics, and it stops working when awareness stops...but! The range and speed penalties of a mad dash still apply! Making it still harder for a missile user to hit. You just don't get a bone thrown at you for 'about to be hit's. But ideally, you should be in a constant state of 'dodge' or 'defense'. The active bits are just dramatic tension. In my opinion of course. But this opinion is the reason why I don't find this a weakness of GURPS. |
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09-12-2022, 01:24 PM | #20 |
Join Date: Jun 2022
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Re: Making Sense of All-Out Defense
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Tags |
all-out defense, basic set |
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