Auto Dodge

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Temporalmage
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Unread post by Temporalmage »

Welcome to the club. :lol:

Here's your answer...take two asprin and keep doing the same thing you have in HU. Someone at Palladium dug up a thesaurus and had some fun, that's all. It's still the same manouver for HU and Rifts.
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Unread post by Dead Boy »

dnjscott wrote:
Temporalmage wrote:Welcome to the club. :lol:

Here's your answer...take two asprin and keep doing the same thing you have in HU. Someone at Palladium dug up a thesaurus and had some fun, that's all. It's still the same manouver for HU and Rifts.



Buut... it seems like no one in RIFTS has any auto-dodge bonuses...?

:-?


Actually there are some bonuese to Auto-Dodge for those with the Hand to Hand: Commando skill. Guess they get bonuses because they have to actually practice the move where as Juicers just take it for granted. Yeaaaaa, that's the ticket. :D
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Nekira Sudacne
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Unread post by Nekira Sudacne »

BrokenChild wrote:So what if the Juicer doesnt get bounses to autododge? The Juicer is the only class other then like 1 ninja occ from mystic china, that's actually allowed to roll a dodge against Laser weapons at close range (under 400ft). The Commando even with AutoDodge can't do that.

AutoDodge is a free dodge against any attack (outside of close range 400ft) that the character is aware of, i.e. can see his enemy and knows he's being shot at. So you can easily see the difference here, in one instance the Special Forces Commando can autododge the same long range fire as the Juicer can, but at close range with a Laser gun, someone only needs to roll a 5 to shoot the special forces character, where the Juicer character would get a chance to dodge that shot.


where did you get the 400' rule?

anyway, here's how autododge works:

you can automatically dodge any attack without using one of your attacks per melee.

you do not add your HtH bonuses to normal dodge into it. only add hand to hand bonuses to autododge, which only comes from HtH commando.

you add PP bonuses to dodge, and all other bonuses to dodge that arn't dirived from hand to hand. no range restrictions.
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Nekira Sudacne
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Unread post by Nekira Sudacne »

dnjscott wrote:
Nekira Sudacne wrote:
BrokenChild wrote:
anyway, here's how autododge works:

you can automatically dodge any attack without using one of your attacks per melee.

you do not add your HtH bonuses to normal dodge into it. only add hand to hand bonuses to autododge, which only comes from HtH commando.

you add PP bonuses to dodge, and all other bonuses to dodge that arn't dirived from hand to hand. no range restrictions.


See, that's what I think in my head, and how it works in HU, but I can't find it anywhere in RIFTS... CWC says it just doesn't use an attack, as does the main book....

:-?


huh? this is pretty much what it says in the CWC too.
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Nekira Sudacne
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Unread post by Nekira Sudacne »

dnjscott wrote:
Nekira Sudacne wrote:
dnjscott wrote:
Nekira Sudacne wrote:
BrokenChild wrote:
anyway, here's how autododge works:

you can automatically dodge any attack without using one of your attacks per melee.

you do not add your HtH bonuses to normal dodge into it. only add hand to hand bonuses to autododge, which only comes from HtH commando.

you add PP bonuses to dodge, and all other bonuses to dodge that arn't dirived from hand to hand. no range restrictions.


See, that's what I think in my head, and how it works in HU, but I can't find it anywhere in RIFTS... CWC says it just doesn't use an attack, as does the main book....

:-?


huh? this is pretty much what it says in the CWC too.



Well, maybe you have a different version, but mine says...

"...must roll to dodge as usual, but the dodge does not use up a melee attack/action, it functions just like a parry. This is purely a defensive move.

NOTE: This is how the automatic dodge is always supposed to function."

Nothing about seperate bonuses, or anything like that... just, does not use an action...


well, then, maybe we've all been wrong and you use ALL bonuses to dodge AND autododge ;)
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Unread post by Randomfist »

So much for the "world's first, truly universal rpg!"

I've thought about this for a while. One of the things palladium touts about it's rpg's is that they are all universal and interchangeable. This is true to an extent but you still run into many differences such as this one. Off the top of my head another is in TMNT where you get bonus's to dodge for high speed attribute. I would think a stand alone book, no more than 30 pages, would be able to rectify this situation. It would have to be official of course, and we would all need to buy it. Just a thought.
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Unread post by Svartalf »

LOL... you still buy ads for the literal truth?

Seriously, in the way of universal RPGs, GURPS and Champions/Hero System have a much better track record ... if you can stand being buried in the mechanics.
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Borast
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Unread post by Borast »

I run auto-dodge as a simple dodge that allows to to try to avoid an attack without using an action. (Mind, I haven't played HU or N&SS in a LOooong time.) However, I do not allow the player to use their listed dodge bonus, simply P.P. and any bonuses to auto-dodge they may have.

I rationalise it by the fact that an "auto-dodge" is reflexive, where a normal dodge it reactive (ie: trained), and the bonuses are part of your training, and not your "fight-or-flight" level mind and reflexes.

I do the same with the auto-parry and parry and auto-* and *. (* insert name of move)

Additionally, I can't remember where I saw it, but I do remember seeing the "cannot dodge weapons fire at ranges less than 400'" (and I saw it recently, possibly in the GMG).
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Unread post by Dr. Doom III »

Autododge only gets specific bonuses to autododge and PP bonus.
Just as a dodge only gets bonuses to dodge and PP bonuses.
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Unread post by Rimmer »

Rimmer likes Doom's version, very K.I.S.S. :D
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