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Bearclaw
OK, so is gymnastics a full on replacement for dodge? If I have a gymnastics of 3, is there any reason to take dodge?
For example, instead of Dodge + Dodge + Reaction for melee would it be Gymnastics + Gymnastics + reaction?
Or is it exactly like the book says and I'd get Dodge + Dodge + Reaction + gymnastics?
Geekkake
Jesus Christ, son, don't start this argument again. From a pure crunch perspective, Gymnastics is the way. From RP, it could be either, depending on the char.

[edit]: Misunderstood: Gymnastics is a numbers replacement to Dodge. Also, Dodge isn't doubled. Dodge skill is only used during a Full Dodge action. Otherwise, straight Rea is used. During Full Dodge, its REA + Dodge/Gymnastics.
Moon-Hawk
The answer is: We need an official FAQ.
Grinder
Among other things.
ShadowDragon
As I understand it, dodge is used for regular melee avoidance (reaction + dodge) for when you don't want to go into full defence. Gymnastics can only be used only for full defence in place of dodge.

Of course if you have a melee weapon skill and your weapon is out, dodge becomes useless when you have gymnastics for dodging bullets.
Dr. Dodge
from the nice tables:

Ranged
----------
Defender Rolls: Reaction +/– modifiers
Defender using Full Defense: Reaction + Dodge +/– modifiers

Melee
---------

Attacker Rolls: Agility + Combat skill
Defender Rolls: Reaction + weapon skill (parry)
Reaction + Unarmed Combat (block)
Reaction + Dodge (dodge)
Defender using Full Defense: Reaction + weapon skill/Dodge + Dodge

For ranged, dodge only comes into play on full defense (and is replacable by gymnastics)

For melee, dodge can be used as a substitute for a melee skill in your "dodge pool" and for full defense also, where you roll rxn+ weapon skill + dodge OR rxn + double (2x) dodge

gymnastics can be substituted for dodge in the ranged full defense and for dodge in the melee full defense (which means you roll rxn + weapon skill + gymnastics)

so, if you have no melee combat skill, dodge is good because you can use it on regular melee defense and full defense (for both melee and ranged). if you have a melee skill of some sort, you're probable better off (from a crunchy standpoint) with gymnastics, and you only miss out on the double dodge for full melee defense (which may be balanced out if you have a high melee and high gymnastics)
Protagonist
Where does it say you can use gymnastics instead of dodge? Just because you can do flips and you're good on the high bar doesn't necessarily mean that you're better at getting out of the way of bullets.
Dr. Dodge
QUOTE (Protagonist)
Where does it say you can use gymnastics instead of dodge? Just because you can do flips and you're good on the high bar doesn't necessarily mean that you're better at getting out of the way of bullets.

pg. 151 under full defense: "Full defense can either be taken as a full dodge, full parry,
or gymnastics dodge."
Demerzel
As a GM I'd level a much more hefy penalty on a glitch for a gymnastics glitch compared to a dodge glitch.

And from a RP perspective you can dodge and hardly move, but a gymnastics dodge is going to look pretty silly. Espeically if you still get hit.

Nothing is going to cost you street cred faster than going into backflips everytime you hear a gunshot.
Shadowmeet
QUOTE (Dr. Dodge)
QUOTE (Protagonist @ Jul 12 2006, 05:54 PM)
Where does it say you can use gymnastics instead of dodge?  Just because you can do flips and you're good on the high bar doesn't necessarily mean that you're better at getting out of the way of bullets.

pg. 151 under full defense: "Full defense can either be taken as a full dodge, full parry,
or gymnastics dodge."

I take that to mean full defense can be:

Reac + Parry + Parry
Reac + Dodge + Dodge
Reac + Gymnastics + Dodge
Protagonist
QUOTE (Dr. Dodge)
pg. 151  under full defense: "Full defense can either be taken as a full dodge, full parry,
or gymnastics dodge."


Ah, ok. To me, this would be a bit more complicated.

I'd say that you'd have to make one roll to successfully dodge with it, and then another to successfully perform your maneuver without messing up.

QUOTE
but a gymnastics dodge is going to look pretty silly. Espeically if you still get hit.


I think it'd look pretty cool, as long as it was done right (cartwheeling off the side of a stairwell to the floor below to dodge a hail of automatic fire for instance). Getting hit while doing it would look pretty awesome, too IMO.
Jaid
you can use dodge when it's not your turn.

otherwise, melee skill + gymnastics generally replaces dodge numbers wise (but not RP wise)
Dr. Dodge
QUOTE (Shadowmeet)
I take that to mean full defense can be:

Reac + Parry + Parry
Reac + Dodge + Dodge
Reac + Gymnastics + Dodge



well the explanation of gymnastics dodge is: "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."

the explanation for full dodge says use 2x dodge (for melee) and the full parry explanation says 2x weapon skill. the gymnastics dodge explanation does not. so i take that as melee or ranged, gymnastics dodge is rxn + gymnastics (x1).

QUOTE
you can use dodge when it's not your turn.
otherwise, melee skill + gymnastics generally replaces dodge numbers wise (but not RP wise)


you can use full defense when it's not your turn. and you can use any of the above options (including gymnastics) for it.
coolgrafix
Previous discussion of this here.
WhiskeyMac
Dodge must be important in the eyes of the developers because almost every single sample character has dodge at level 2 or higher, almost every single sample goon (yes, even the Tir Ghosts) has dodge at level 2 or higher and even some of the critters have dodge, i.e. devil rats. Hell, even spirits have Dodge as a skill. If it wasn't important, then why do all those samples have it?

Also, dodge is useful to riggers avoiding pedestrians (reaction+dodge) and when you don't have initiative passes; pg. 134 states

QUOTE

If a character does not get an action that allows him to act during an Initiative Pass, he can do nothing; he must bide his time until the next turn. The character also gets no Free Actions during those extra Initiative Passes; he may, however, still DODGE and defend against attacks.


I assume this means being able to use one's dodge skill just to get away from incoming fire. However, I'm not too clear on that.

As an interesting contradiction pg. 142 states

QUOTE

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 go figure wink.gif
coolgrafix
QUOTE (WhiskeyMac)
As an interesting contradiction pg. 142 states

QUOTE

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 go figure wink.gif

Full Defense does, however, allow the use of Dodge.
Jrayjoker
QUOTE (Demerzel)
Nothing is going to cost you street cred faster than going into backflips everytime you hear a gunshot.

rotfl.gif rotfl.gif rotfl.gif
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