Dodge seems weak...

Chuckhazard

Mongoose
Does anyone use house rules for dodge that tie it to a skill or Dexterity?

Sort of related, does anyone change the +effect to damage rule?
 
Chuckhazard said:
Does anyone use house rules for dodge that tie it to a skill or Dexterity?

Sort of related, does anyone change the +effect to damage rule?

How about Athletics?

What else would you do if you had to decide on this?
 
Adding Dex or Athletics DMs would work better if the Dodge was done as a task or skill check - rather than a simple DM, but this would complicate things...

Might allow one or the other to be chosen for the first dodge, the other used for any second dodge in a round, and normal -1 for any additional...

(Personally, I find the whole combat system kinda 'weak' myself - considering I can pull a trigger 20 times in 6 seconds, and I am basically gun-0 ;) )
 
Dodge is always at least somewhat effective, even if it doesn't turn a hit into a miss, since it reduces the damage.

That said, it's become a running joke / curious coincidence that every time someone in our group chooses to try and dodge an attack, the attack roll happens to work out to exactly 8, before applying the dodge penalty - so for us, dodging always works. :)
 
MarkB said:
Dodge is always at least somewhat effective, even if it doesn't turn a hit into a miss, since it reduces the damage.

That said, it's become a running joke / curious coincidence that every time someone in our group chooses to try and dodge an attack, the attack roll happens to work out to exactly 8, before applying the dodge penalty - so for us, dodging always works. :)

So you declare dodge before the attack roll?
 
Chuckhazard said:
MarkB said:
Dodge is always at least somewhat effective, even if it doesn't turn a hit into a miss, since it reduces the damage.

That said, it's become a running joke / curious coincidence that every time someone in our group chooses to try and dodge an attack, the attack roll happens to work out to exactly 8, before applying the dodge penalty - so for us, dodging always works. :)

So you declare dodge before the attack roll?
That's certainly how we've always played it. The first line of text under Reactions (core book page 61) strongly suggests that it's something you do when you're about to be attacked, which indicates that you need to declare it first, and I've never seen any suggestion that DMs to a check roll can be applied retroactively.

Generally, our referee will say something like "[NPC] is taking a shot at you. Do you want to dodge?", then roll his attack after we respond.
 
Dodge is what makes having a high initiative actually useful. Since penalties to your actions don't carry over to the new round, you're good to dodge as many times lower in the initiative as you like. And as was said, it's always at least a little effective.

Of course, Dodge has nothing on Parry. I have a character in one game I'm running with Melee (Blade) 4. It's a sad day for my NPCs when they try to tag her with melee weapons.
 
dayriff said:
Dodge is what makes having a high initiative actually useful. Since penalties to your actions don't carry over to the new round, you're good to dodge as many times lower in the initiative as you like. And as was said, it's always at least a little effective.

Of course, Dodge has nothing on Parry. I have a character in one game I'm running with Melee (Blade) 4. It's a sad day for my NPCs when they try to tag her with melee weapons.

Are you sure about your statement that your penalties doesnt carry over? Cause im sure that it does carry over.

On page 60 under combatsection it clearly states:
"Any changes affect your initiative for one round only - either the current round if you have yet to act or the following round if you have acted allready".
 
Exarx said:
dayriff said:
Dodge is what makes having a high initiative actually useful. Since penalties to your actions don't carry over to the new round, you're good to dodge as many times lower in the initiative as you like. And as was said, it's always at least a little effective.

Of course, Dodge has nothing on Parry. I have a character in one game I'm running with Melee (Blade) 4. It's a sad day for my NPCs when they try to tag her with melee weapons.

Are you sure about your statement that your penalties doesnt carry over? Cause im sure that it does carry over.

On page 60 under combatsection it clearly states:
"Any changes affect your initiative for one round only - either the current round if you have yet to act or the following round if you have acted allready".
I think the intended meaning was that the penalties don't accumulate - taking the Dodge action on multiple consecutive turns won't cause you to build up additional Initiative penalties, because the penalty doesn't carry over after it's first applied.
 
Exarx said:
Are you sure about your statement that your penalties doesnt carry over? Cause im sure that it does carry over.

I was talking about DM penalties to actions, not the initiative penalty. Why would not having an initiative penalty make having a high initiative worthwhile?

Initiative is pretty weaksauce.
 
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