Dodge Action

By LordPasty, in Warhammer Fantasy Roleplay

I'm assuming this is a house rule, but if someone takes the "dodge" specialization in coordination, I'm going to award them with another misfortune die against the oncoming attack...

or is this in the rules somewhere and I missed it? Otherwise I just don't see the need to ever take it as a specialization.

Thanks in advance.

No. There is no bonus die for specialization in dodge, parry or block (per the rules). There 'supposedly' are special cases where there would be an extra die. The PG gives an example of specializing in dodge vs. flying objects (boulders and such).

I could see the GM allowing it against one certain type of monster (e.g. beastmen...D&D-equivalent of hated enemy) or one type of weapon other than hand weapon.

jh

Emirikol said:

No. There is no bonus die for specialization in dodge, parry or block (per the rules). There 'supposedly' are special cases where there would be an extra die. The PG gives an example of specializing in dodge vs. flying objects (boulders and such).

I could see the GM allowing it against one certain type of monster (e.g. beastmen...D&D-equivalent of hated enemy) or one type of weapon other than hand weapon.

jh

? <- this is me looking puzzled.

Still seems like a bit of a waste of specialization then. If it makes sense for the character, then by all means take it, but it seems a tad ineffective. Is it that overpowering to get an extra misfortune die for it, then?

In general Misfortune die > Fortune die because any tie on a roll means the action didn't work. (so if you role a white and a black, the black wins on any tie)

I'm not sure its over powered ... I'll let others chime in. I could see someone making it a House Rule buts its definitely not RAW.

LordPasty said:

Still seems like a bit of a waste of specialization then.

Hardly: it can help you dodge faling branches, thrown stones, thundering wagons or Juggernauts, the contents of privvy pots tossed out of windows, a slap round the face from a barmaid, any number of traps, projectile vomit, a suddenly released portcullis, behind a tree to avoid being seen by bandits, the blast from an exploding alchemist, a rain of Chaos frogs... and so on. It's one of the most useful specialisations in any RPG.

Cheers

Sparrow

You can't really do much to unbalance defence, because currently the way defence versus attack scales as you rank up is very unbalanced and heavily tilted towards attacking. So as you rank up you get much better at attacking, but only very slightly better at defending.

Gallows said:

You can't really do much to unbalance defence, because currently the way defence versus attack scales as you rank up is very unbalanced and heavily tilted towards attacking. So as you rank up you get much better at attacking, but only very slightly better at defending.

Yep. That was my impression.

LordPasty said:

Gallows said:

You can't really do much to unbalance defence, because currently the way defence versus attack scales as you rank up is very unbalanced and heavily tilted towards attacking. So as you rank up you get much better at attacking, but only very slightly better at defending.

Yep. That was my impression.

Which is why many add training in weapon/resilience/coordination as misfortune dice when using parry/block/dodge.

While 1 extra misfortune dice won't make much of difference, having improved parry, a parry dagger, chainmail (think 1 misfortune), 2 training in weaponskill, suddenly means 2 purple and 4 misfortune dice to standard attacks. And while a competent attacker will blow through this, lesser foes will have trouble.

Spivo said:

LordPasty said:

Gallows said:

You can't really do much to unbalance defence, because currently the way defence versus attack scales as you rank up is very unbalanced and heavily tilted towards attacking. So as you rank up you get much better at attacking, but only very slightly better at defending.

Yep. That was my impression.

Which is why many add training in weapon/resilience/coordination as misfortune dice when using parry/block/dodge.

While 1 extra misfortune dice won't make much of difference, having improved parry, a parry dagger, chainmail (think 1 misfortune), 2 training in weaponskill, suddenly means 2 purple and 4 misfortune dice to standard attacks. And while a competent attacker will blow through this, lesser foes will have trouble.

I tried that and those extra 3 misfortune dice just aren't worth the trouble... it has so little effect on combat once you reach rank 3 that it's pointless. I think another more dynamic system is needed. One that doesn't add more dice to the pools. Something completely different.

Gallows said:

I tried that and those extra 3 misfortune dice just aren't worth the trouble... it has so little effect on combat once you reach rank 3 that it's pointless. I think another more dynamic system is needed. One that doesn't add more dice to the pools. Something completely different.

Maybe +1 purple for each combat related career completed?

Gallows said:

Which is why many add training in weapon/resilience/coordination as misfortune dice when using parry/block/dodge.

While 1 extra misfortune dice won't make much of difference, having improved parry, a parry dagger, chainmail (think 1 misfortune), 2 training in weaponskill, suddenly means 2 purple and 4 misfortune dice to standard attacks. And while a competent attacker will blow through this, lesser foes will have trouble.

True enough, but what about concept? I can totally see a character that would be more dodgy than weapon specialist... and many characters wouldn't be wearing armor.

Where are you getting the extra challenge die from? I don't doubt you, I'm just missing it in the rules. I only see the one challenge die in improved parry? Losing the two misfortune dice for the one challenge die seems like kind of a raw deal.

LordPasty said:

Gallows said:

Which is why many add training in weapon/resilience/coordination as misfortune dice when using parry/block/dodge.

While 1 extra misfortune dice won't make much of difference, having improved parry, a parry dagger, chainmail (think 1 misfortune), 2 training in weaponskill, suddenly means 2 purple and 4 misfortune dice to standard attacks. And while a competent attacker will blow through this, lesser foes will have trouble.

True enough, but what about concept? I can totally see a character that would be more dodgy than weapon specialist... and many characters wouldn't be wearing armor.

Where are you getting the extra challenge die from? I don't doubt you, I'm just missing it in the rules. I only see the one challenge die in improved parry? Losing the two misfortune dice for the one challenge die seems like kind of a raw deal.

If you have a defence of 3 and use 3 improved defence cards, then you will add 3 challenge dice and 3 misfortune dice. Still for a black orc hitting a rank 3 character that would only change the orcs chance to hit from 85% to 47%

Considering the player is the absolute pinacle of heroism and put's up an all out defence, that seems really unbalanced. Especially considering his next round will be tough as he is defenceless.

Gallows said:

If you have a defence of 3 and use 3 improved defence cards, then you will add 3 challenge dice and 3 misfortune dice. Still for a black orc hitting a rank 3 character that would only change the orcs chance to hit from 85% to 47%

Considering the player is the absolute pinacle of heroism and put's up an all out defence, that seems really unbalanced. Especially considering his next round will be tough as he is defenceless.

Yeah, doesn't seem like a good way to spend your advances.

Where is the rule about the defense cards? I thought having one sort of "improved" action card just removed the old action (block/parry/dodge)?