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Posted: Mon Jul 19, 2004 4:44 pm
by Hibik
Meh, the current N&S rules for Auto Dodge sorta make it rather useless... granted, that's another topic for another thread.

Posted: Fri Feb 01, 2008 11:24 am
by Sentinel
Topic resurrection.*

I believe it is in Rifts: Coalition War Campaign, which states that the presentation of Automatic Dodge in HtH Commando is always how it was intended to work.
Given how unworkable the N&SS presentation is, I find this to be acceptable.

Granted, it's a case of using a passage from Rifts to supercede a description in N&SS, but I like the "One Megaverse, One Set of Rules" philosophy.


In brief then, you get Automatic Dodge: you do not use up an action, but you still have to roll a D20 for success. You do not use your normal Dodge bonus, but you will (likely) have a separate bonus to Automatic Dodge. You can use Automatic Dodge against any attack you can see or are aware of (someone with Zanshin is aware of attacks from behind, for example).


*Sentinel resurrects topics on Fridays.
Go with it.

Posted: Wed Feb 06, 2008 9:10 am
by bigbobsr6000
Ranger wrote:I agree with Sentinel that the latest rules printing for Auto Dodge is much easier to use and goes with the spirit that was intended. Of course he may not use this against me in the future and I will SMACK him down at any time if he tries it.


I agree with you. Except the "smacking part".

BTW will that "SMACK down" be on pay-per-view? And when? I need to contact my cable company so they will be sure to air it. :D

Posted: Mon Feb 11, 2008 1:18 pm
by bigbobsr6000
"I'd buy that for a dollar!" :D

Posted: Mon Feb 11, 2008 1:28 pm
by Sentinel
We were thinking more along the lines of $29.95, American Yankee Greenbacks.

Further thinking

Posted: Mon Feb 11, 2008 1:33 pm
by Sentinel
The topic of Auto-dodging got me to thinking:

There are specialized manuevers in N&SS and Mystic China (which are not in other Palladium books) such as Reverse Turning Kick and Drop Kick which contain an automatic dodge built-in.
Also, there such manuevers as Combination Parry/Strike and Strike/Parry which make Parrying and Striking all count as a single action. (If you are familiar with Wing Chun then you understand how this move works. Films such as Rapid Fire, Enter The Dragon, and Perfect Weapon feature such moves.)

As a house-rule, I have established that if your opponent uses a Combination Manuever, you must use a regular parry or dodge: you cannot use Auto-Parry or Auto-Dodge. This has worked well enough for me (ocasionally a Juicer-player will grumble, but since there are not many characters who have these manuevers to begin with, it isn't much of an issue).

What are some of your solutions for using Combinations?