QUOTE (Method @ Jul 21 2013, 03:53 PM)
I believe this is incorrect. The rules for parry and block clearly state that they work against melee attacks, but dodge does not make that distinction.
IIRC Umidori is right on this one:
Page 188 of the 5th Edition states it:
Ranged defenseA defender has
two choices for defending against
ranged attacks. The defending character can perform
the
standard Reaction + Intuition Test for free. The defender
can also choose to go on
Full Defense (p. 191)
and decrease his Initiative Score by 10 to gain a bonus
on their Defense Test equal to their Willpower for the
whole Combat Turn.
Melee DefenseA defender has
five choices for defending
against melee
attacks; one is free; three are Interrupt Actions that
reduce his Initiative Score by 5; and one is an Interrupt
Action that subtracts 10 from his Initiative Score.
The character can perform the
standard Reaction +
Intuition Test for free.
If the character has a melee weapon in hand, he can
Parry (p. 191) the attack and roll Reaction + Intuition +
appropriate Melee Weapon Skill [Physical] as his Defense
test. If his hands are empty and he has the Unarmed
Combat skill, he can
Block (p. 192) and roll Reaction
+ Intuition + Unarmed Combat [Physical] as his
Defense test. Or he can
Dodge (p. 191) and roll Reaction
+ Intuition + Gymnastics [Physical] as his Defense test.
These three, Parry, Block, and Dodge, each reduce his
Initiative Score by 5 and only work for one defense test.
If the defender chooses to go on
Full Defense (p.
191), he subtracts 10 from his Initiative Score to boost
his Defense test by an amount equal to his Willpower for
the Combat Turn.
Full Defense and Block, Dodge, or Parry can be used
in conjunction with each other.
EDIT:
The Dodge Rules are explicitly stated under Melee Defense and not listed in the Options of Ranged Defense.
Lets: Run our Average Joes through the Combat example:
I'll Arm them with Fichetti 600 Light pistols (for the Laser).
Both sit at McGintys Bar watching the Game and while rooting for different teams the argument gets heated and escalates from insult to potential injuriy. (They both wear armored clothing(AR6) comming from work and not having had time to change the ballistic underwear).
AJ and DAJ both roll Initiative for an average of 9.5 (6+1d6):
1d6+6=121d6+6=7AJ with his Initiative Score gets a good Start and Readies his Fichetti (The Laser is not wireless yet and he has no time to deploy the Folding stock, so only +1Acc no Dice bonus and a Recoil Compensation Value of 2 (1 like anybody +1 for Strength 3/3)) for a simle action and takes a simple action SA Attack firing a single Bulltet. They are within 5 Meters so its Short Range for no modifier but I'd put a -1 on AJ for the dim Light in the seedy sports bar (no mist for general non smoking).
AJ adds up Pistols 3 + Agility 3 with -1 for Dim Light to a Pool of 5
5d6.hits(5)=1DAJ does not want to take any chances and goes to Full Defense adding Reaction 3+ Intuition 3+ Willpower 3 for a total of 9 Dice and subtracting -10 from his Initiative to -3. All he will do this combat turn is Defend against any incomming attacks.
9d6.hits(5)=4 DAJ got away this time.
But AJ has one Action Phase left, still not calming down over DAJ calling his favorite Player of the Seahawks a "P***y" and uses his complex action for a semi-automatic burst. The pools ar as follows: AJ Pistols 3+ Agility 3 -1 for Dim Light -2 for Recoil (Recoil carries over and he compensates for 2 of the 4 fired bullets total only).
3d6.hits(5)=0Which is good for DAJ but not so much for the other patrons of McGintys Sports Bar who have their drinks spiked up with some high speed hevy metal. DAJ would have had his prior pool of 9 (AGL+INT+Will) -1 for subsequent attack in the same combat turn and -2 for the Burst leaving him still with 6 Dice to defend which he does not need. Thus concluding the first Combat turn with AJ 4 Bullets Short and DAJ still on his feet.
hope you liked the example
love,
Sunshine