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garhkal Sovereign Protector
Joined: 17 Jul 2005 Posts: 14201 Location: Reynoldsburg, Columbus, Ohio.
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Posted: Tue Apr 29, 2014 2:16 pm Post subject: Dodging while swimming? |
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Ok. So we know when wearing jet packs, grav boots or power armor, your 'dodge' is actually an operation roll for that gear. But what about swimming? I was always under the impression that if under water, your swim skill is used for dodging as well. BUT reading the R&E rule book i see nothing on that.
Does anyone remember any official ruling on it? _________________ Confucious sayeth, don't wash cat while drunk! |
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DougRed4 Rear Admiral
Joined: 18 Jan 2013 Posts: 2279 Location: Seattle, WA
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Posted: Tue Apr 29, 2014 4:31 pm Post subject: |
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I was kind of surprised that it isn't in there. One could always do so, being as so many of the Mechanical skills already do that (Ground Vehicle, Hover Vehicle, Jet Pack, etc.), but I'm not familiar with anything official that says that. _________________ Currently Running: Villains & Vigilantes (a 32-year-old campaign with multiple groups) and D6 Star Wars; mostly on hiatus are Adventures in Middle-earth and Delta Green |
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shootingwomprats Rear Admiral
Joined: 11 Sep 2013 Posts: 2690 Location: Online
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Posted: Tue Apr 29, 2014 4:46 pm Post subject: |
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I think this is strongly inferred by the vehicle operation rules, in that the operations roll doubles for the dodge roll. Same as with Zero G, this replaces a persons Dodge skill when dodging in a zero gravity area. Though I do not believe there is a direct quote in the rules stating this, I believe it is strongly inferred as I said before. _________________ Don Diestler
Host, Shooting Womp Rats
The D6 Podcast
http://d6holocron.com/shootingwomprats
@swd6podcast, Twitter |
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wildfire Lieutenant Commander
Joined: 19 Feb 2006 Posts: 234 Location: Scotland
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Posted: Tue Apr 29, 2014 5:06 pm Post subject: |
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Can't spot anything in the rule book, so gut call as a GM I'd use swimming as moving underwater takes a certain skill set.
Also dodge specializes versus against specific weapons, not environments in R&E
I would expect this to vary by group and GM though. |
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The Brain Lieutenant Commander
Joined: 03 Jun 2005 Posts: 242
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Posted: Tue Apr 29, 2014 7:01 pm Post subject: |
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Star Wars Adventure Journal #1
The Spira Regatta adventure page 78
"Characters use swimming codes for movement and dodging, though merely swimming about in a diving suit requires no roll" |
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garhkal Sovereign Protector
Joined: 17 Jul 2005 Posts: 14201 Location: Reynoldsburg, Columbus, Ohio.
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Posted: Wed Apr 30, 2014 2:03 am Post subject: |
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The Brain wrote: | Star Wars Adventure Journal #1
The Spira Regatta adventure page 78
"Characters use swimming codes for movement and dodging, though merely swimming about in a diving suit requires no roll" |
SO it's there, just not the main book.
As to that zeroG skill, i have seen some templates list it as a specialty of melee/brawl, while others have it as a separate skill entirely. _________________ Confucious sayeth, don't wash cat while drunk! |
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Fallon Kell Commodore
Joined: 07 Mar 2011 Posts: 1846 Location: Tacoma, WA
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Posted: Wed Apr 30, 2014 4:48 am Post subject: |
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I don't see how you'd dodge while you're swimming, anyways... _________________ Or that excessively long "Noooooooooo" was the Whining Side of the Force leaving him. - Dustflier
Complete Starship Construction System |
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wildfire Lieutenant Commander
Joined: 19 Feb 2006 Posts: 234 Location: Scotland
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Posted: Wed Apr 30, 2014 4:54 am Post subject: |
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Fallon Kell wrote: | I don't see how you'd dodge while you're swimming, anyways... |
More like kinda twisting out the way, slow but maybe possible. |
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atgxtg Rear Admiral
Joined: 22 Mar 2009 Posts: 2460
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Posted: Wed Apr 30, 2014 10:29 am Post subject: Re: Dodging while swimming? |
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garhkal wrote: | Ok. So we know when wearing jet packs, grav boots or power armor, your 'dodge' is actually an operation roll for that gear. But what about swimming? I was always under the impression that if under water, your swim skill is used for dodging as well. BUT reading the R&E rule book i see nothing on that.
Does anyone remember any official ruling on it? |
Me! Me!!
It's in the Battle for the Golden Sun adventure, along with the rest of the underwater combat rules. And yes, you dodge using your swimming skill when underwater.
Battle for the Golden Sun, textbox on page 8 wrote: |
Battles On and In the Sea
Whenever you have a chase or battle
scene in Star Wars: The Roleplaying Game you
have to use a fine balance of rules, dice, and
exciting, pell-mell description. Don't get too
hung up on the exact numbers and rules
necessary. Especially in chase scenes, half the
fun can be in describing the way the skimmers
slam into the waves, and the stinging spray mixed
with the flying blaster bolts as everyone
zooms about.
When fights occur underwater, keep the
following tactics and tips in mind:
• Lightsabers don't work well under water.
They boil up ocean and spin around, requiring
a Moderate Control or Difficult Dexterity roll
to hold onto or pick up.
• PCs use their swimming codes (plus one die)
for movement and dodging. Seatroopers use
their base swimming code.
• When a grenade goes off underwater, it does
4D damage to everyone within its entire range.
The victim at close range can be wounded, but
all others take stun damage only (see the
sidebar on stun damage). This is because water
is a tremendous conductor of concussion waves.
• Blasters are not as effective underwater. The
difficulty of any blaster shot is increased by one
level, and the blaster does 2D less damage.
• The bottom of the sea is usually covered with
fine silt. If anyone runs his propulsion unit very
close to the sea bottom, it creates a cloud to
hide in. The common seatrooper response to
this is to toss a grenade into the cloud to blow
the silt away. |
Did anyone remember the extra 1D for PCs? well WEG didn't on page 34, when the PCs fight the sea AT-AT Swimmer
Battle for the Golden Sun, page 34 wrote: |
The Laser Batteries. Any PCs who fail the
hide/sneak rolls are spotted by the Swimmer's
crew. The Swimmer trains its two medium blaster
batteries upon those PCs and fires four bolts that
boil the surrounding ocean. PCs must make
swimming rolls to evade the blasts, otherwise roll
for damage. When rolling for damage, reduce the
PCs Strength by 2D (to a minimum of 1D) and double
the damage code of the AT-AT's blasters |
So do I get a prize? |
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DougRed4 Rear Admiral
Joined: 18 Jan 2013 Posts: 2279 Location: Seattle, WA
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Posted: Wed Apr 30, 2014 2:57 pm Post subject: Re: Dodging while swimming? |
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atgxtg wrote: | Did anyone remember the extra 1D for PCs? well WEG didn't on page 34, when the PCs fight the sea AT-AT Swimmer
Battle for the Golden Sun, page 34 wrote: |
The Laser Batteries. Any PCs who fail the
hide/sneak rolls are spotted by the Swimmer's
crew. The Swimmer trains its two medium blaster
batteries upon those PCs and fires four bolts that
boil the surrounding ocean. PCs must make
swimming rolls to evade the blasts, otherwise roll
for damage. When rolling for damage, reduce the
PCs Strength by 2D (to a minimum of 1D) and double
the damage code of the AT-AT's blasters |
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What do you mean by "the extra 1D for PCs"? The part you quoted suggests that PCs reduce their Strength by 2D. _________________ Currently Running: Villains & Vigilantes (a 32-year-old campaign with multiple groups) and D6 Star Wars; mostly on hiatus are Adventures in Middle-earth and Delta Green |
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garhkal Sovereign Protector
Joined: 17 Jul 2005 Posts: 14201 Location: Reynoldsburg, Columbus, Ohio.
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Posted: Wed Apr 30, 2014 4:36 pm Post subject: |
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It was in his above quote
PCs use their swimming codes (plus one die) _________________ Confucious sayeth, don't wash cat while drunk! |
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atgxtg Rear Admiral
Joined: 22 Mar 2009 Posts: 2460
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Posted: Wed Apr 30, 2014 4:50 pm Post subject: |
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Yeah, what garhkal said. PCs get an extra die to dodge. I suspect that was to help offset the fact that PC swim codes probably weren't that great (2D=3D) and the Pcs needed the extra die to maintain thier edge against the mooks.
Another oddity is the Swimmer AT-AT damage. The first section states that blaster damage underwater is reduced by 2D, but the lower section says that the PCs reduce thier STR code by 2D, and that the AT-AT's damage is doubled!
It was 1E, and before the scaling system got introduced, buy even so it's nasty. Nearly an autokill in 1E and that's hard to get. It is an autokill in 2E+.Maybe somebody goofed and the blaster damage was supposed to be reduced by 2D per the rules) rather than STR? |
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garhkal Sovereign Protector
Joined: 17 Jul 2005 Posts: 14201 Location: Reynoldsburg, Columbus, Ohio.
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Posted: Thu May 01, 2014 1:55 am Post subject: |
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atgxtg wrote: | Yeah, what garhkal said. PCs get an extra die to dodge. I suspect that was to help offset the fact that PC swim codes probably weren't that great (2D=3D) and the Pcs needed the extra die to maintain thier edge against the mooks.
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Which to me makes no sense since most PCs have 2d+2 to 3d+2 area in base strength, which swimming is based on. _________________ Confucious sayeth, don't wash cat while drunk! |
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atgxtg Rear Admiral
Joined: 22 Mar 2009 Posts: 2460
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Posted: Thu May 01, 2014 11:47 am Post subject: |
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garhkal wrote: |
Which to me makes no sense since most PCs have 2d+2 to 3d+2 area in base strength, which swimming is based on. |
It makes perfect sense to me. The average bad guy has 4D blaster skill, and would hit the average PC most of the time. The extra 1D flips that around so the PC dodges most of the time. Especially considering that the whole dodge with swim skill came with this adventure, so the PCs would have no way to prepare for it ahead of time. |
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garhkal Sovereign Protector
Joined: 17 Jul 2005 Posts: 14201 Location: Reynoldsburg, Columbus, Ohio.
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Posted: Thu May 01, 2014 3:18 pm Post subject: |
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but the average bad guy is suffering a -1d dex penalty for armor. So their 4d blaster drops to 3d before taking out their map for swimming. _________________ Confucious sayeth, don't wash cat while drunk! |
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