ThatArtGuy Wrote:
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> First, it seems that you're also not using the
> written combat sequence, and using the "individual
> initiative" rules. The written rule says that
> every person states their actions at the beginning
> of the round. If any characters are focusing on
> dodging, then they roll their Agility during the
> pre-round stage. Their negatives to attacks are
> applied across the board to any attacks made on
> them (on the ones they are aware of). With this
> method, it *would* be very feasible to use dodge
> as written. When it comes to Dodge, it's also one
> of the few times that I would somewhat go against
> the official rules and endorse
> automatic/impossible FEATS in combat. So, on a
> red Mn Agility Dodge FEAT, the character could
> dodge an Un Fighting Attack. (The latter is how I
> play, and is a *slight* tweak.)
I see what you're saying, but I also don't make dodges possible only if they use the whole round to dodge and do nothing else. I believe you should get a number of dodge attempts for free each round depending on how high your Agility is. Like for Agility scores of Typical to Remarkable, you get one free dodge attempt each round, for Incredible you get 2, Amazing gets 3, Monstrous gets 4, etc..
>
> Using the written rules, Evasion is also not
> broken.
>
> By your new rule, if a person with ShX Fighting
> hits with a yellow result, the defender with
> Typical Agility dodges with a simple yellow roll?
> By that reasoning, it's just as "broken" as the
> individual initiative rule you stated above.
That's fixed by having the attacker win on ties if the attacker's rank is more than double the defender's dodge rank.
>
> Man, I've done too much typing lately. I just
> reread it, and it looks like I rambled instead of
> explaining anything.
>
> TAG
No worries dude. It's just how I prefer to do things. Not saying everyone should use my rule... but I know from playing it in my Sunday game that it works very well.