But it got me thinking about dodges...
So I was considering making a slight change in how dodges work.
Current RAW:
- If you dodge, you lose your next melee action
- If you have auto-dodge, you can dodge without losing your next action, but you usually have lower bonuses
So, instead...rather than a dodge using up your next action/attack, it makes that next action harder to complete.
- If you dodge & your next action is to fire a ranged weapon, it is considered "shooting wild".
- No aimed or called shots are possible
- If you don't have the appropriate W.P. skill, you have a -6 penalty
- If you do have the appropriate W.P. skill, you lose your normal W.P. skill bonus
- If you dodge & your next action is to use a melee weapon, you are now "swinging wildly".
- Basically, same penalties as for modern W.P.s
- If you are attempting to use a skill, the "Pressure Situation" penalty applies
- Technically, this should be the "Deadly" option (-25% to -30%), but GMs have the option to drop it to "Serious" (-15% to -20%)
- If you are attempting to make an Attribute check (assuming your GM uses them), you have a penalty to the attribute check (I would recommend at least a -4, possibly -5 or -6).