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> Defaulting Dodge skill
Thanee
post Apr 5 2007, 02:19 PM
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QUOTE (adamu)
Thanee - I very much disagree that it is useless.

Only *almost* (completely) useless. ;)

Bye
Thanee
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lorechaser
post Apr 5 2007, 02:37 PM
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I'm really surprised you guys are this bent out of shape over this. ;) I can see the logical issue you have, but Thanee's point addresses that just fine. And this particular use destroying your faith in SR4 amuses me, because there are 1. Far bigger issues in SR4 and 2. just people designing it, not gods....

To me, it's easy. Do you have any skill at dodging? No? Then take all the time you want, you're not going to be any better at dodging bullets. Your better off finding cover and getting behind it. No skill at dodging means you have no innate sense of anticipation - you just react to what happens. Having a skill at dodging means you can somewhat (or very much) read events, and react to them.

If you have no skill at dodging, then all the time in the world won't matter - you're still taking your gut instinct. If you decide to spend time staring at the person attacking (full defense), then you just wasted time.

Your POV is that someone that has no dodge should get a bonus from full defense. My POV is that there's no reason for that. It's like someone that doesn't know how to use explosives taking more time to set them. They still can't use them.

They should use alternate methods, like getting to cover. Does that mean that someone who put skill points in dodge has an advantage (as you can't take a "Full Get To Cover" defense)? Yes, yes it does.
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Ravor
post Apr 5 2007, 04:46 PM
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Totally agree lorechaser, totally agree.
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Aaron
post Apr 5 2007, 06:46 PM
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QUOTE (Ophis)
can you jump well Aaron?

Thats gymnastics in SR4...

Gymnastics is not just poncy shit.

No. Not even a little bit. I've got a good sense of balance, but that's about it.
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Chunky_Salsa
post Apr 5 2007, 07:21 PM
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That's some good sound wording lorechaser!

Would you go with something like: Dodge is non defaultable in combat situations(If you don't have it, you don't get it), but defaultable in dodging boulders(So players without it can still get some roll (reaction-1) to get out of the way of things)?
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Eleazar
post Apr 5 2007, 08:51 PM
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Defaulting is used when you are doing a dice roll which involves a skill+the linked attribute. In the event you do not have the skill you can default rolling the linked attribute -1. A full defense does not fall under this because you are not making a test with a skill+the linked attribute. If this was the case, then for a full defense you would roll reaction+(reaction+dodge). For a gymnastics dodge it would be reaction+(agility+gymnastics). There is no linked attribute that is being rolled in a full defense. You are simply rolling JUST your skill. The only reason reaction is being rolled is due to the ranged combat rules. Since you are only rolling JUST reaction it is a attribute only test. A full defense combines an attribute only test with dodge dice. There is nothing in the text to suggest you are rolling the skill(dodge) plus the linked attribute(reaction) as a skill test. This is especially the case for a melee full defense which can actually involve one attribute and two different skills with two different linked attributes to form the dice pool. I don't think this logic follows of defaulting to reaction-1 in the explained scenario.

Dodge is defaultable because it is involved in some tests. For example, when you are driving and trying to ram a pedestrian they roll reaction+dodge to get out of the way. This is a perfectly defaultable test.
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Ophis
post Apr 5 2007, 10:55 PM
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QUOTE (Aaron)
QUOTE (Ophis @ Apr 5 2007, 07:11 AM)
can you jump well Aaron?

Thats gymnastics in SR4...

Gymnastics is not just poncy shit.

No. Not even a little bit. I've got a good sense of balance, but that's about it.

Then you have indeed invested in Dodge, hope you feel a fool for wasting your build points ;)
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laughingowl
post Apr 5 2007, 11:45 PM
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QUOTE
DEFENDING AGAINST RANGED COMBAT
There is no skill that applies to defending against ranged attacks—defending characters simply roll Reaction (the defaulting modifier does not apply). Characters may also go on
full defense (p. 151).


So Ranged defense, (not full) it explicitly states defaulting modifier does not apply.



QUOTE
FULL DEFENSE
Characters who are expecting to be attacked can spend a Complex Action and go on full defense until their next Action Phase. Characters who choose this option focus all of their energy on dodging, weaving, ducking, and blocking incoming attacks.  Characters on full defense may still walk or run, and in fact may be better off moving towards cover.  Full defense can either be taken as a full dodge, full parry, or gymnastics dodge.  Full Dodge: Character on full defense may add their Dodge skill to their dice pool when defending against incoming attacks. So a character on full defense against a ranged attack rolls Reaction + Dodge, whereas a character on full defense against a melee attack could roll Reaction + Dodge + Dodge, or Reaction + melee combat skill + Dodge. Full dodge may be used against both ranged and melee attacks.  Full Parry: Characters who go on full parry roll their Reaction + (melee combat skill x 2) against any and all melee attacks made against them. Full parry may not be used against ranged attacks.  Gymnastics Dodge: Characters skilled in Gymnastics can spend their action flipping, rolling, cartwheeling, etc. out of danger, and may add Gymnastics skill to their dice pool against either ranged or melee attacks.


QUOTE
DEFENDING AGAINST MELEE ATTACKS
Defenders have three choices for defending against unarmed attacks. If they have a melee weapon in hand, they can parry the attack by rolling Reaction + the appropriate weapon skill. If they have Unarmed Combat skill, they can choose to block by rolling Reaction + Unarmed Combat. Or they can simply dodge out of the way using Reaction + Dodge.  Melee defenders can also choose to go on full defense (p.151), and add Dodge skill dice to their defense roll.  Defenders apply dice pool modifi ers according to the Defense Modifi ers Table (p. 150). Some modifi ers from the Melee Modifiers Table (p. 148) may apply to the defender as well.




Full Defense is as listed, no exceptions made about defaulting. So ONLY reason to go full defensive is if you have trained in defensive manuvers (be it dodge, gymnastics, blocking , parrying).

For 'normal' Range Defense the rules state clearly your roll reaction (with no default penalties).

For normal 'melee' defense, the rules state clearly the three choices you have reaction + (dodge, weapon skill, unarmed skill). With no mention of removing the penalty for defaulting.

Yes this means that if a trained combatant gets within melee range of a non-trained combatant its get painful for the untrained person. Though this is largely true in life. While 'random' movements can make you much harder to hit at range, Just twitching and moving around doesnt make you really any harder to hit in melee and often will make it easier (as the attacker can use your momemetum to increase the impact).


I see no problems with the rules as written, and yes anybody that has ANY chance of ever getting into melee combat should get atleast Unarmed 1 and/or dodge 1.


peace
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