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jmanski Arbiter-General (Moderator)

Joined: 06 Mar 2005 Posts: 2065 Location: Kansas
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Posted: Fri Feb 25, 2011 5:49 pm Post subject: |
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I remember reading somewhere that someone making a move or more in a turn is +1d harder to hit. Don't recall where I read it (probably 2nd ed). I'll have to research. _________________ Blasted rules. Why can't they just be perfect? |
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garhkal Sovereign Protector


Joined: 17 Jul 2005 Posts: 14359 Location: Reynoldsburg, Columbus, Ohio.
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Posted: Fri Feb 25, 2011 6:50 pm Post subject: |
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if you can find that please post it. _________________ Confucious sayeth, don't wash cat while drunk! |
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jmanski Arbiter-General (Moderator)

Joined: 06 Mar 2005 Posts: 2065 Location: Kansas
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Posted: Sat Feb 26, 2011 1:18 pm Post subject: |
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I've searched through 1st ed, 2nd ed, and even the rules companion. I can't find it. I don't remember where I saw it, but I remember seeing it. _________________ Blasted rules. Why can't they just be perfect? |
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Red 331 Lieutenant Commander


Joined: 24 Jun 2007 Posts: 215 Location: Nebraska
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Posted: Mon Feb 18, 2013 11:03 pm Post subject: |
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To me, it does seem a little silly that a combat dodge always replaces the difficulty of a shot. What if someone is at the far edge of long range - maybe over 100 meters away, and they combat dodge. Without dodging, the difficulty might be 20. But if they combat dodge, they'd need a dodge skill value of over 5D to have a better than 50% chance of rolling anything equal to or more than a 20. I know the rulebook mentions "zigging" when you should have "zagged", but this seems insufficient to me.
Also, I agree with some of the other comments here about how a moving target should be more difficult to hit. I'm surprised this wasn't addressed in the 2nd R&E somehow. Even WEG's latest "D6 Space" hasn't addressed this at all. |
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Quetzacotl Commander


Joined: 29 Jan 2013 Posts: 281 Location: Germany
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Posted: Mon Feb 18, 2013 11:11 pm Post subject: |
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Well, as a houserule, you could just say "the dodge role replaces the minimum roll of the normal difficulty". So I don't think anyone will understand what I mean with that, so here is an example:
A Person with a Blaster wants to shoot X on medium range, which would result in a difficulty of moderate. The difficulty number thus will be 14. The minimum would be Very Easy, being at point black range.
If X tries to Dodge, he rolls his Dodge skill (3D). Result is a 12. This replaces the "Very Easy" difficulty of the shot from the Person, so we substract 5 from the difficulty of 14 and add the 12 from the Dodge. This way, we get a new result of 21.
Also, thinking about it now, this might lead to dodging being a little to easy now... |
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jmanski Arbiter-General (Moderator)

Joined: 06 Mar 2005 Posts: 2065 Location: Kansas
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Posted: Tue Feb 19, 2013 12:09 am Post subject: |
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Red 331 wrote: | To me, it does seem a little silly that a combat dodge always replaces the difficulty of a shot. What if someone is at the far edge of long range - maybe over 100 meters away, and they combat dodge. Without dodging, the difficulty might be 20. But if they combat dodge, they'd need a dodge skill value of over 5D to have a better than 50% chance of rolling anything equal to or more than a 20. I know the rulebook mentions "zigging" when you should have "zagged", but this seems insufficient to me.
Also, I agree with some of the other comments here about how a moving target should be more difficult to hit. I'm surprised this wasn't addressed in the 2nd R&E somehow. Even WEG's latest "D6 Space" hasn't addressed this at all. |
The thinking is that if you are combat dodging you are moving a little bit, so you could actually move into the path of the attack. It is a nice middleman between full dodge and nothing. _________________ Blasted rules. Why can't they just be perfect? |
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CRMcNeill Director of Engineering


Joined: 05 Apr 2010 Posts: 16406 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
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Posted: Tue Feb 19, 2013 9:46 am Post subject: |
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I agree that hitting a moving target should add to the Difficulty of a shot, regardless of the range. Factoring in lead on a moving target adds another layer of calculation to the difficulty of hitting a target that isn't moving at all. However, you can be trained to calculate lead when firing a weapon, and if the target is moving at a constant (and therefore predictable) speed.
I don't have my books with me, so my facts may be in error, but here is how I interpret it. All-out equals a character sprinting for all he is worth from Point A to Point B. He can't Dodge because dodging would slow him down. Running at Full speed means the character isn't moving quite as fast, and has time to do other things while running, like vary his speed, weave back and forth (Dodge, in short).
For example, a character with a Move of 10 is taking fire. The nearest cover is 40 meters away. The character can either make an All-Out move towards cover and get there that round, or he can make a Full move which will take two rounds, while combining his Running skill roll with a Dodge skill roll (with a -1D MAP). Essentially, the character must decide if he wishes to only be shot at for one round or be harder to hit over the course of two rounds. If I had to House Rule it, I would say that a Moving target adds +5 difficulty to the shot. If the character is moving for more than one round, the shooter could counter this penalty by using the Preparation bonus (watching his target move and calculating lead). _________________ "No set of rules can cover every situation. It's expected that you will make up new rules to suit the needs of your game." - The Star Wars Roleplaying Game, 2R&E, pg. 69, WEG, 1996.
The CRMcNeill Stat/Rule Index
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cheshire Arbiter-General (Moderator)

Joined: 04 Jan 2004 Posts: 4866
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Posted: Tue Feb 19, 2013 10:21 am Post subject: |
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I'm not sure it makes them considerably harder to hit when they're moving flat out. If someone is running away in a straight line (which is more or less what all-out is doing), then it is easier to predict where the target is going to be. If they're running away then they aren't even changing your line of fire, and they sure aren't going to outrun a blaster bolt. Part of dodging as opposed to going all out is that you're adding unpredictable evasive maneuvers into your movement. _________________ __________________________________
Before we take any of this too seriously, just remember that in the middle episode a little rubber puppet moves a spaceship with his mind. |
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CRMcNeill Director of Engineering


Joined: 05 Apr 2010 Posts: 16406 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
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Posted: Tue Feb 19, 2013 4:40 pm Post subject: |
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Mostly I was thinking lateral movement. A target running away would be little more difficult than a stationary target. I would apply the increase in difficulty if the target was moving 45 degrees or more off of the shooter's line of fire. _________________ "No set of rules can cover every situation. It's expected that you will make up new rules to suit the needs of your game." - The Star Wars Roleplaying Game, 2R&E, pg. 69, WEG, 1996.
The CRMcNeill Stat/Rule Index
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cheshire Arbiter-General (Moderator)

Joined: 04 Jan 2004 Posts: 4866
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Posted: Tue Feb 19, 2013 4:47 pm Post subject: |
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That does make sense. A +5 doesn't sound too terribly unreasonable for that sort of shot. _________________ __________________________________
Before we take any of this too seriously, just remember that in the middle episode a little rubber puppet moves a spaceship with his mind. |
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CRMcNeill Director of Engineering


Joined: 05 Apr 2010 Posts: 16406 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
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Posted: Tue Feb 19, 2013 4:58 pm Post subject: |
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cheshire wrote: | That does make sense. A +5 doesn't sound too terribly unreasonable for that sort of shot. |
Plus, if the runner is in the open for longer than a round, a shooter could take advantage of the Preparation rule, adding the 1D bonus to account for the target's movement. Any runs to or between cover would be over too quickly for the shooter to compensate. _________________ "No set of rules can cover every situation. It's expected that you will make up new rules to suit the needs of your game." - The Star Wars Roleplaying Game, 2R&E, pg. 69, WEG, 1996.
The CRMcNeill Stat/Rule Index
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vanir Jedi

Joined: 11 May 2011 Posts: 793
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Posted: Tue Feb 19, 2013 5:09 pm Post subject: |
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It is totally RAW for GMs to add circumstantial difficulty modifiers. Core Rulebooks clearly state the handfull of example circumstantial RAW modifiers is a non-exhaustive list offered as a guiding framework.
Throw in sun in their eyes, -1D to -3D depending on severity.
Give an intimidation modifier to the first combat or initiative roll following a successful intimidation. Gun duel, successful intimidation during initial parlay, modify opponent's initiative to draw on you by -1D. Or as part of the combat round, -1D (or more) to the next attack.
Say a 4D Dex PC has 5D acrobatics and 5D dodge, the Player gets creative and wants to enhance their dodge with a tumble/roll to make cover. Let him MAP them, use the acrobatics roll to substitute running skill for a full move at terrain difficulty and give a +1D circumstantial bonus for dodge to offset the MAP.
The GM is encouraged to set some modifiers to reward PC creativity and immersion. Help them help you create an immersive gaming environment. |
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CRMcNeill Director of Engineering


Joined: 05 Apr 2010 Posts: 16406 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
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Posted: Tue Feb 19, 2013 9:52 pm Post subject: |
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There is definitely an argument in favor of synergy bonuses (or their equivalent) in the SWU. _________________ "No set of rules can cover every situation. It's expected that you will make up new rules to suit the needs of your game." - The Star Wars Roleplaying Game, 2R&E, pg. 69, WEG, 1996.
The CRMcNeill Stat/Rule Index
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Red 331 Lieutenant Commander


Joined: 24 Jun 2007 Posts: 215 Location: Nebraska
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Posted: Wed Feb 20, 2013 9:09 pm Post subject: |
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I know this is an ignorant question, and I think I already asked it in a post a couple years ago, but does RAW stand for "Rules As Written", or something else? |
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CRMcNeill Director of Engineering


Joined: 05 Apr 2010 Posts: 16406 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
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Posted: Wed Feb 20, 2013 9:56 pm Post subject: |
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Red 331 wrote: | I know this is an ignorant question, and I think I already asked it in a post a couple years ago, but does RAW stand for "Rules As Written", or something else? |
Yes it does. Don't worry; I know I had to ask the same question at some point. _________________ "No set of rules can cover every situation. It's expected that you will make up new rules to suit the needs of your game." - The Star Wars Roleplaying Game, 2R&E, pg. 69, WEG, 1996.
The CRMcNeill Stat/Rule Index
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