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"Meh". I agree that Dodging should be more important in combat, and have my own houserule for it. But your rule is based on the old 'Opposed Roll' concept, which I don't like, so I'd better not comment further - it'd only be negative.
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Hmmm
Too many free attacks for my liking. I agree that a good doge should allow you an opening, but the failure in a dodge will just allow the attack to suceed. Also, the enc penalties. This will depend on the base level of encumbrance that you carried when trained. So if you are a warrior trained to fight sword and shield plus chainmail, your base enc should reflect this and your trained skill is normal for your level of enc. Alternatively, if you are a primitive warrior with loincloth and spear, your normal skill dodge should apply to mirror that enc. Just some thoughts.
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BRP 115 of 420 |
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With a heavy armor, the dodge skill gets to powerfull, as it will downgrade specials and criticals. Then it becomes much better than parries. With some punishing ENC rules, it would be good for those in light armor. The ENC rules would have to be tweaked so that you would prefer parry with heavy armor, but making dodge a viable alternative for those with light or none armor - maybe the minus should be given based on the type of armor instead of ENC itself. Quote:
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I'm going with criticals at 1/100th of skill (rounded up), specials at 1/10th of skill and fumbles at above 91%+1/10th of skill (00 always a fumble), so fumbles will happen more often than the new default (with upgrading of your foes attack if you fumble the dodge against him). SGL. |
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Well, you've got a matrix for results: until the other guy does his roll, you don't know what your roll means. For me, that's 'Opposed Rolls'.
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A rolls his attack, B rolls his dodge or parry, A rolls his damage (or not, if there's no point). Isn't that the way it usually goes? SGL. |
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As a matter of semantics, 'opposed roll' usually means you are comparing the actual rolls (numbers rolled) against eachother.
I don't have BRPZero but It sounds like that uses a table pretty much like Triffs. It is only comparing levels of success, not actual rolls. |
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In general, I like your ideas. However, I might do something a little less drastic: Succeed by 2 levels and the dodger seizes initiative, but doesn't get a free attack. Granted this only helps if the dodger is 2nd, but it's frequently the person with less armor, lighter/shorter weapons that is dodging so they have a good chance of going last (w/ strike ranks). Succeed by 3 levels and get a free attack. Succeed by 4 levels and get a free attack, plus some other small bonus. I'd have a failed dodge simply fail to do anything, and a fumble leaves the character on the ground so they have a lost action getting up: give up an attack, or similar later. I wouldn't give the attacker a free attack based on any attempt to dodge. That's too drastic for me. |
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Interesting. I agree with too many free attacks. In a RPG where characters get one attack per round 2 free attacks is a lot.
My suggestions: Replace "free attack" with "sidestep". The dodger gets to mode to the side of the foe. This allows them to move 1 pace/meter/yard/hex, and get a "attacking from unshielded side" bonus worth +10%. Replace "trip attacker & free attack" as a "sidestep" but have the attacker make a DEX roll or the the dodger gets behind them for double the bonus. I'd only reserve the "trip" reuslt for when the attacker fumbled rather than just fails. And just chancege the DEX roll to see if he falls down. I'd replace the gland slam result of "trip attack plus two free attacks" as "sidestep" plus "trip/fall" and a free attack" That cuts you doen to one free attack, but a lot of chances to get into a advnatagous position.
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