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On reaction skills..
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garhkal
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PostPosted: Fri Feb 26, 2010 10:07 pm    Post subject: Reply with quote

Quote:
Even better would be to attack with vibroblade then lightsaber, drop vibroblade and punch... Wink


Or one attack with the LS, one with the dagger and then kick him in the nuts!
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jmanski
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PostPosted: Sat Feb 27, 2010 12:43 am    Post subject: Reply with quote

ROTFL! Laughing
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garhkal
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PostPosted: Sat Feb 27, 2010 4:50 pm    Post subject: Reply with quote

In the sparks campaign there are 2 female characters (one played by a lass, one by a guy) who actually HAVE a brawl specialty of "Boot to Da Nutz!
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atgxtg
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PostPosted: Sun Feb 28, 2010 2:27 am    Post subject: Reply with quote

garhkal wrote:
In the sparks campaign there are 2 female characters (one played by a lass, one by a guy) who actually HAVE a brawl specialty of "Boot to Da Nutz!


Ouch! That's hitting below the belt.
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garhkal
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PostPosted: Sun Feb 28, 2010 2:46 am    Post subject: Reply with quote

One of them iirc, 3 yrs ago actually had the enemy catch their boot and snapped their ankle.
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hazardchris
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PostPosted: Mon Jun 21, 2010 12:16 pm    Post subject: Reply with quote

There's another way to do it, borrowing from how the Cortex system handles multiple actions.

Treat reactions skills as a separate set of actions for the purposes of determining MAP. Every time that he has to roll a reaction skill to avoid a new attack, he or she takes a MAP when avoiding that new attack. Here's a rough example:

Quote:
Bob the Bounty Hunter is being attacked by a squad of Storm Commandos, the first commando fires from a high position, and Bob rolls his Dodge 7D and is able to roll out of the way of the fire.

However, a second Commando is waiting at the other end of the room and begins firing at Bob, forcing him to dodge out of the way of the new enemy fire. Bob has to roll Dodge again, this time at a -1D MAP. Despite the new threat, Bob manages to evade towards some shadowy cover.

His new dodge puts him into range of a third Commando, who attacks him with a vibro knife. Bob rolls his Melee Parry 6D (using his blaster rifle) at -2D MAP. Bob is unable to get out of the way of the third knife attack and is shanked.

This example is a case in which that Bob the Bounty Hunter, during the course of a single round, is being attacked in such a way that he has to react individually to each attack (2 ranged attacks from dramatically different angles, and a single melee attack). If all three Storm Commandos were firing from a similar position, Bob would have only had to make the single Dodge roll.
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ZzaphodD
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PostPosted: Mon Jun 21, 2010 5:26 pm    Post subject: Reply with quote

hazardchris wrote:
There's another way to do it, borrowing from how the Cortex system handles it.

Treat reactions skills as a separate set of actions for the purposes of determining MAP. Every time that he has to roll a reaction skill to avoid a new attack, he or she takes a MAP when avoiding that new attack. Here's a rough example:

Quote:
Bob the Bounty Hunter is being attacked by a squad of Storm Commandos, the first commando fires from a high position, and Bob rolls his Dodge 7D and is able to roll out of the way of the fire.

However, a second Commando is waiting at the other end of the room and begins firing at Bob, forcing him to dodge out of the way of the new enemy fire. Bob has to roll Dodge again, this time at a -1D MAP. Despite the new threat, Bob manages to evade towards some shadowy cover.

His new dodge puts him into range of a third Commando, who attacks him with a vibro knife. Bob rolls his Melee Parry 6D (using his blaster rifle) at -2D MAP. Bob is unable to get out of the way of the third knife attack and is shanked.


Ill agree on that when it comes to close combat, but not ranged attacks. A dodge is a move that makes you hard to hit (rolling, weaving, throw yourself flat on the ground). This would be the same for any number of attacks. This is because you are avoiding the attacks.

In close combat you might say that to a certain part you are avoiding the attacks, but mainly you block them with a separate move for each attack. In this case I would say that each block is an action.

When it comes to parrying blasters with a lightsaber you are basically doing the same, ie more actions to parry several shots. However, if you want Jedis to use this defence, which is very SW:ish, you have to come up with something that balances the fact that parrying 20 shots should be harder than parrying 1 with the fun-factor of having Jedis actually using this defence. I propose that when parrying blasters with a lightsaber you can parry up to Sense number of blaster shots with one action. This way theres a limitation, but its still effective.
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garhkal
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PostPosted: Tue Jun 22, 2010 5:41 am    Post subject: Reply with quote

I like Z can see that for melee/brawl parry, but not dodge.
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