mouse
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Posts: 18
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Post by mouse on Dec 9, 2014 15:24:42 GMT
OK Our Tomahawk destroid trys to blast a Regult in hard cover. The Tomahawk is also being jammed by the ECM Regult and has an extra -1 to hit. The Tomahawk rolls a 6 and hits (6 always hits). The Regult tries to dodge. Does the Regult need 8 (6 on the die + 2 gunnery) or 5 (6 on the die +2 gunnery -2 hard cover -1 ECM). My assumption is that the later is more correct, but my players seem to automatically disregard cover and negative modifiers.
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Post by barnhill on Dec 9, 2014 16:34:11 GMT
Page 16 under Attempt to Dodge "If the result is equal to or greater than the result of the attacker's roll to strike the target mecha (including all applicable bonuses and penalties to the roll to Strike), then the attack is successfully avoided and all of the Mega Damage (MD) that the strike would have caused is avoided."
So by this wording to dodge you would need to take the roll and all modifiers into account. In my opinion anyway.
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Post by popatachi on Dec 9, 2014 18:10:19 GMT
seconded. All modifiers should apply to the strike roll.
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Post by mike1975 on Dec 9, 2014 18:53:16 GMT
The second one. Consider a unit in cover. Is it easier or harder to dodge an attack when hiding behind something? Those modifiers are ALSO roll modifiers just like accurate and do alter the final total. If you did as they say and rolled a 5 and technically hit...would they then disregard the -2 for Cover?
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Post by mike1975 on Dec 9, 2014 18:54:38 GMT
The second one. Consider a unit in cover. Is it easier or harder to dodge an attack when hiding behind something? Those modifiers are ALSO roll modifiers just like accurate and do alter the final total. If you did as they say and rolled a 5 with +2 for Gunnery for a total of 7, against a DF of 5 in heavy cover and hit...would they then disregard the -2 for Cover?
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Post by shintaibane on Dec 9, 2014 19:14:41 GMT
I don't have the rulebook handy but isn't the point moot... if you roll a 6 you automatically succeed? So in this case they may need 8 but since the player rolled 6 they dodge.
Again I know the rule of natural 1 misses, regardless of bonuses and natural 6 hits but does this apply to dodging too?
**Okay just looked up the rulebook PDF and on page 11, top right hand column.***
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Post by barnhill on Dec 9, 2014 19:50:05 GMT
The 6 was rolled by the attacker so that auto hits, however you still need to determine what the Defender would need to roll to Dodge, which is the question here.
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brian
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Posts: 91
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Post by brian on Dec 9, 2014 19:57:25 GMT
I don't have the rulebook handy but isn't the point moot... if you roll a 6 you automatically succeed? So in this case they may need 8 but since the player rolled 6 they dodge. Again I know the rule of natural 1 misses, regardless of bonuses and natural 6 hits but does this apply to dodging too? **Okay just looked up the rulebook PDF and on page 11, top right hand column.*** It is not moot because in the example it makes a difference in the outcome. The Tomahawk shoots and rolls a 6, so he hits. What number do you need to roll against? If you roll a 6, you dodge automatically. But you might not roll a 6. The Tomahawk has a gunnery of 2, so he adds 2 to the 6 he rolled. That's a total of 8. But you're in hard cover, so he has -2 to hit. And there's an ECM suite that is active, so he has another -1. So he's really got -3 to his roll, so after modifiers he only got a 5. That's not enough to hit the Regult normally (Def 6). But he rolled a 6 so he hits anyway. Now you go to dodge. Your Regult has a piloting of 1. You need to roll a 4 or higher on the D6, because you need to get a total score of 5 to dodge. You take into account all the modifiers. -- I'm glad someone brought this up, because I had been thinking it would be simpler to just add cover and ECM modifiers to your Def score. I hadn't considered that it affected dodge rolls as well.
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Post by shintaibane on Dec 9, 2014 20:23:10 GMT
Cool... After better reading of the original question on my part my statement was pretty pointless! :-)
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Post by Jaymz on Dec 10, 2014 13:53:27 GMT
Ok my two cents since I know how palladium rules generally work regardless of game.
The auto hit on a 6 is much like a natural 20 in the rpg.
The point of it is to allow a "lucky hit" to happen.
As such, like a natural 20, only a natural 6 should be able to defend against it.
A natural auto success is supposed to be harder to avoid not easier and allowing the defender to only dodge on a 5 completely defeats the purpose of the auto success on a natural 6.
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mouse
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Post by mouse on Dec 10, 2014 15:29:15 GMT
Wow I had no idea such a basic-ish question could get so many responses. You are right about Palladium and Natural-20s. But a Nat-6 is a long way from a Nat-20 (16.6% vs 5%). If you always needed a 6 to dodge a 6, we are playing more dice wars, and our stats and actions suddenly mean less. Thanks
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Post by Jaymz on Dec 10, 2014 16:25:14 GMT
And thus ends the first lessen of how unclear any rules, written by palladium, can be.
There will be many more I am sure.
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brian
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Posts: 91
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Post by brian on Dec 10, 2014 17:18:06 GMT
I don't think these are really that unclear. Yeah, we know how Palladium rules generally work, but in this particular instance, there's nothing about a natural 6 being needed to dodge. In this situation, because of modifiers, the guy needs to physically roll a 7 on the die in order to hit (Def 6 + 2 heavy cover + 1 ECM -2 for gunnery). He can't. So it lets him succeed on a 6 even though he'd normally miss. He gets the benefit of the auto success. He just doesn't get as much of a benefit as he would in a traditional Palladium RPG system.
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Post by kyrolon on Dec 10, 2014 17:34:31 GMT
I agree with brian on this one. The dodge roll is based on the modified hit roll, to include all modifiers. The Destroids modified hit roll was a 5. Therefore, the regults modified dodge roll would need to be a 5 or higher. Since it is pilot skill 1 that would mean a roll of 4. Think of it this way. A lucky winging shot (on a roll of 6) is already barely a hit, and thus easier to dodge, or more properly no harder to dodge than a normal shot. Remember, you are still basing the dodge roll off of the 6 as the starting number.
If that mechanic were not in place large numbers of cheap troops (like pods) would have a huge advantage just by weight of fire.
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Post by daloonieshaman on Dec 13, 2014 5:19:45 GMT
Regardless of the flavor of RPG rules miniature gamers are usually very RAW RAW CLEARLY says modifiers applies so the 4 is needed
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Post by Jaymz on Dec 13, 2014 17:04:07 GMT
I'm not arguing what it should be...just what I think would be the answer from Palladium as I know how they generally think in this stuff. I wouldn't be surprised if the faq states only a natural 6 can beat a natural 6.
I'm happy to have it the other way trust me. LOL
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