It seems Parry and Dodge are nearly always Challenging Tests- that is if the PC/NPC is Skilled. I was considering introducing tiered Difficulties for these Tests. It was while I was reading another forum post- during which someone made mention that Ranged attacks shouldn't be dodged as easily as the RAW suggest*- that I began to think further on these proposed Difficulties.
*Something about being able to Dodge a bullet is nearly impossible, even for superhumans. Like "BANG!", then "Oh, crap!" (dodges) I'm not at all concerned about the supposed impossibility, truthfully. Parry and Dodge are Reactions, and in the context of their placement as Reactions and the mechanics this implies, I'm content to let them stand…to a point.
Would it then be unreasonable to impose a Difficulty to Dodge and Parry Tests to reflect this supposed "impossibility"? We are talking about PCs and NPCs that are (for the most part) a cut quite above the stereotypical (anti)Imperial dreg.
I'm proposing the following as a nod to those who think Dodging bullets should be next-to-impossible, and they would apply toward the Parry Skill as well:
- Single Attack/Shot- Hard Test (-20)
- Swift Attack/Semi-Auto- Difficult Test (-10)
- Lightning Attack/Full Auto- Challenging Test (+/-0)
- All of the above are Standard Difficulty Modifiers; other Difficulty Modifiers may apply as the GM deems appropriate (is the target Surprised, lighting/terrain conditions, etc)
Thoughts?
EDIT: Per Sazabi's suggestion, I have reversed the Difficulties.
Edited by Brother Orpheo