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> I'm a Ninja Biatch!, Thats right!
DireRadiant
post Feb 23 2007, 05:07 PM
Post #26


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QUOTE (Butterblume)
Yeah, it's sort of metagaming. But so is trying to loose only half of yur actions for full dodge :P.

The "giving up half your actions" refers to only needing to sacrifice every other initiative pass to Full Dodge in order to have full dodge be your defense pool all the teimexcept for the Ip when you attack, or perform some other action.

e.g.

IP 1 Full Defense
IP 2 Act
IP 3 Full Defense
IP 4 Act

Do you benefit from the Full Defense Dice pool all the time in this case?

P. 151

Full Defense
"Characters who are expecting to be attacked can spend a
Complex Action and go on full defense until their next Action
Phase."
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Butterblume
post Feb 23 2007, 05:13 PM
Post #27


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When the opponent delays his action until you act, you can either act or go full defensive. The point about metagaming was, the opponent doesn't actually know when the char is going to act.
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Demerzel
post Feb 23 2007, 05:38 PM
Post #28


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DR: I think that there is a different part in the Full Defense description that has something about "an interrupt action" or some such, where you don't actually go on full defense as your action, but instead you can go on full defense whenever and it uses up your next action, whenever that may be.

My thought is then if you get to keep that defense all the way until you act again then on that next action you act. If after you act even if it is a split second then you just declare full defense as an interrupt action again.

Hence Full Defense 100% of the time and at most using half your actions.
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FrankTrollman
post Feb 23 2007, 06:21 PM
Post #29


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You know, it doesn't really matter. If you sacrifice your next action for Full Defense, you add a skill rating to your defense pool, and then your actions don't refresh for an entire extra IP. Until your actions refresh, you are down 1 die on your defense pool per attack on you that has occurred since your last action.

So if you skip your action on the second IP, you'll be down 2 dice per opponent who shoots a bullet at you with each of their simple actions on the first IP over where you would have been had you simply taken your action on the second IP.

So if you are facing two guards, that's -4 dice and you're adding your Gymnastics skill. If you're facing three guards, that's -6 dice and you're adding your Gymnastics skill.

Sure it "works", it just doesn't work.

-Frank
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Demerzel
post Feb 23 2007, 07:45 PM
Post #30


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Well, I considered what Frank said there. It would really be –4 dice for each opponent shooting at you since if they have as many or more IPs as you do they would get to go twice for every action you actually take while keeping your full defense bonus.

So I did some probability crunching. Take a Remo Williams adept. Give him 20 dice as a reasonable maximum for defense against incoming ranged attacks. That could be done a couple ways:

Reaction 6 natural + 1 for the increased reflexes power and say 2 for boosted reaction for 9 and he’s at his augmented maximum.
Dodge 5
Combat sense 6

That’s 9+5+6=20 dice pool for defending from a ranged attack while under full dodge.
If you don’t like the boosted reaction take a specialization in dodging bullets under reaction and you get the same thing. You could even do one better if you take the quality to allow your reaction to be one more. But I’ll assume 20 for a basic start.

Now, a group of guards (professionals, so Agility 4 and pistols 4, start shooting at him while he’s trying to advance into melee range.

The following table is the probability of being hit at least once based on the number of incoming bullets. (Losing one die for every incoming shot)

CODE
Incoming        P(any hits)
1                0.034%
2                0.104%
3                0.249%
4                0.541%
5                1.116%
6                2.215%
7                4.251%
8                7.865%
9               13.953%
10              23.520%
11              37.199%
12              54.377%
13              72.417%
14              87.235%


So if you’re willing to accept an 8% chance of being shot while approaching a guard you can walk up to two guards firing only at you, or more if they are spreading around their shots.

Now I’m not saying it’s the best way to go about being a combat monster, but it could be interesting to play. I’m not willing to poo poo the concept out of hand though…
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Rotbart van Dain...
post Feb 23 2007, 07:51 PM
Post #31


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QUOTE (Demerzel)
Now, a group of guards (professionals, so Agility 4 and pistols 4[...]

Per SR4 classification, that would put them in the 'Veteran' category, rather into 'Professional'.
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Demerzel
post Feb 23 2007, 07:55 PM
Post #32


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Okay, so consider the above as walking up to a group of veteran guards rather than general guards...
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Moon-Hawk
post Feb 23 2007, 08:27 PM
Post #33


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Or professional guards with smartlinks.
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Scandalous
post Feb 24 2007, 01:31 AM
Post #34


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Wow someone actually included probability thats awesome you rock Kudo's. Good talk guys!

So over all opinions on the templates?

Id play it would you?
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Wasabi
post Feb 24 2007, 05:12 PM
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I'd be curious how much the numbers change from wide bursts.... that 8% would certainly climb. :-/
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