Limiting Combat Reactions

Thanks for posting, that was very interesting and I can see why some groups would enjoy that. I have to say your group look like very relaxed players. I'm sure that would be a major factor in the success of this style of play.
 
I allow characters to dodge bullets and lasers all the time, if they are aware the attack is coming I call it diving for cover. If they are not aware not a chance, but if they see someone pulling a weapon most players that are smart start to dive for cover before the weapon is even aimed at a target.
 
Jacqual said:
I allow characters to dodge bullets and lasers all the time, if they are aware the attack is coming I call it diving for cover. If they are not aware not a chance, but if they see someone pulling a weapon most players that are smart start to dive for cover before the weapon is even aimed at a target.
My character was taking a snooze on a truck with no top over it. A monster tore me to ribbons and shattered my neck and spine. He never woke up and died instantly. The referee assumed I was wearing some armor at least because everyone else is always wearing armor of some kind. I said, "No, just a t-shirt." He didn't mean to kill me, and was trying to come up with ways for me to not be dead. I said I'd make another character and maybe meet up with the others later in the campaign somewhere somehow.
 
I like your GM trying to give you the option to survive, and I also praise you for your stance on your character and creating a new one to join the group later. Like I said they can if they are aware, a sleeping character won't be aware and can suffer for it. If I have the character's being targeted by a sniper if they are aware with a task roll vs. the snipers skill in camo and hiding whatever and they would have -DM's to the roll for distance and such they will figure it out when someone gets hit if the fail the secret rolls I do. But if they was in a bank and it gets robbed and the guy comes in and yells everyone down they have the real chance to dive for cover, which looks normal to the robber of then potentially ambushing him if he blows his rolls, noticing the players pulling weapons. It is a 2 way street, but I think that is the fair way and the way I run my games. Traveller is lethal enough without a GM trying to kill the players :)
 
Jacqual said:
I allow characters to dodge bullets and lasers all the time, if they are aware the attack is coming I call it diving for cover. If they are not aware not a chance, but if they see someone pulling a weapon most players that are smart start to dive for cover before the weapon is even aimed at a target.
Hey, haven't noticed you posting in a while. Happy Holidays.

Understand I am not saying what you are doing is wrong. Different people can have different ways of playing and as long of they are having fun it's all good.

Just want to give another perspective. For melee a dodge is like trying to duck a bat that is coming at ones head and one does not dodge the bat just being held and not swung. For ranged weapons dodging is like reacting to the pulling of the trigger and/or the bullet or laser or arrow or knife coming at someone and the game mechanics do not have a dodge reaction just because a weapon is drawn and someone is being threatened or for when someone is aimed at.

locarno24 said:
You are still 'aiming' at a target in the sense of 'point the explody bit of the gun at them', even if you don't take an aim action.
If a character is the type that can and would react to a "snap shot", to me they should also be "reacting" identically as soon as the gun is pointed at them even if the trigger isn't pulled (being aimed at) and getting the same penalties. The rules have no mechanics for such though.

Yes, one can predict that they may be shot at and yes they can act accordingly. Act as in minor or major actions during their turn, not react faster than a speeding bullet during the attackers turn. At least that is my interpretation of the game mechanics and why I generally see high speed ranged attacks as something one is not aware of until it is too late to react.

I am in no way saying the rules are perfect or even make any sense.
 
Thank you for the Holiday Wishes cosmic and you too on those Holiday Wishes and to everyone else as well.

What I should have said is they are not actually dodge the gunman aiming at them and not actual bullets. Like all targets ones standing still are easier to hit, then the ones that move.

I feel that actually is more to my above comment, then my bad description in the post above.
 
Jacqual said:
What I should have said is they are not actually dodge the gunman aiming at them and not actual bullets. Like all targets ones standing still are easier to hit, then the ones that move.
That's why I settled on a "dive for cover" reaction that uses up any actions they have for that round. As you say, they aren't dodging individual ranged attacks but rather seeking cover from any attack. It was my attempt at a reasonable compromise between game mechanics and reality.
 
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