Guys,
Sorry for bring back the Gymnastic Dodge subject, but I am still a little confused. I am also an old DM/GM but long lost my password to these foruns... (hehehehe lurker detected).
This
great post was very helpfull, but I need a litle bit more.
For the sake of simplicity, I would like to avoit the "reality works..." for the momment. I trained karate for many years and I watched enough fight movies to underestand that any "reallity-based penalty" to Gymnastics Dodge should (by the same token) apply to Dodge as well. If you watch Steven Seagal movies, you will see a LOT of scenes where he defends (blocks in game terms) against melee weapons (bat, club, sword, pipe, knife...). Usually he proceeds breaking the oponents arms, legs, but thats for another tread.
I also care for the writers intentions and game balance. I know that's vague, but when I smell weird imbalance/stacking I try to underestand whats the point of that skill/spell etc. RPG is not a competition between the GM and the players.
That said, what I find weird is this (Shadowrun 4ed FAQ):
What exactly is the dice pool used in the Full Defense option Gymnastic Dodge (p. 160, SR4A)?
Against ranged attacks, it would be Reaction + Gymnastics. Against melee attacks, it would be Reaction + Dodge + Gymnastics (if dodging) or Reaction + melee skill + Gymnastics (if parrying)I underestand that if
Dodge Skill its all about the defense (melee+ ranged) and
Gymnastics Skill do others things and also works with
Full Defense, it would be an imbalance if we allow Gymnastics Skill to do everything dodge does plus the jumping aspect. Both skills share a grey area, an intersection, right?
If thats the case, its reasonable that both skills add up at the same time, like in the previous "
Reaction + Dodge + Gymnastics (if dodging)" My gut tells me that something like "Reaction + (2x) Gymnastics (if dodging)" would make more sense.
Allow me to bring an example to see if I got this thing right:
Example Character relevant factors:
Reaction - 4(5)
Athetics Skill Group - 3
Unarmed Combat - 2
Syntacardium - 2
FULL DEFENSE:
Ranged Combat Full Defense: 3 (gymn.) + 5 (reaction) + 2 (synt.)=> 10 dice pool.
Melee Combat Full Defense: 3 (gymn.) + 5 (reaction) + 2 (synt.) + 2 (u.c.) => 12 dice pool.
REGULAR DEFENSE:
Ranged Combat "Passive": 5 (reaction, but dodge would not apply anyways) => 5 dice pool.
Melee Combat "Passive" Option A: 5 (reaction) + 2 (u.c) => 7 dice pool (no synt applies, right?)
Melee Combat "Passive" Option B: 5 (reaction) + 3 (gymn.) + 2 (synt.) => 12 dice pool. (I believe it's illegal under RAW, right?)
So agility never gets into this math, right? I believe what's confusing its Dodge is a Combat Skill and Gymnastics is Physical Skill. If we think for a momment, the only real diference its about game balance. And I am not shure would be reasonable to allow a Dodge specialization to Gymnastics Skill...I am not 100% shure about this one.
I would welcome comments... this silly simple matter is annoying me...
Site note: I am building a couple of characters at this momment and both will have Athletics Skill Group (one at 4, the others around 2 or 3), the first one is a Gunslinger Adept and the other could be considered a Face/Soldier "action hero" for simplicity. So I am actually (maybe) advocating against myself, but I enjoy fair play.
Edit: By the way, I see that many people are saying that they play Shadowrun for ages and never went to full defense. So you fellows are never using dodge, unless its for melee? Just curious...