still trying to wrap my head around dodge|sneaker sengine

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THIS By imposing additional Dodges, there's a chance of a player outright wasting a Block or Parry (against projectiles these defenses work against), FP for Extra Effort, the movement for Retreating*, or even a Dodge and Drop against what was either not an attack at all, or was an attack that would have missed (due to outright missing or being aimed elsewhere).Characters on the periphery of the arc roll at +2, characters in the center at -2 (others at +0 or +-1, depending on location). A more-complicated alternative would be to not tell the player whenif the opponent fires - rather, you simply say something to the extent of "He points his rifle toward you.THX, Georg.*Generally this would be due to things like Sacrificial Dodge, but you could also get behind cover without a Dodge and Drop using this (giving up the +3 to Dodge). A critical failure means a terrible lapse in judgement - perhaps you Dodge and Drop (against a "Not you" attack, or a simple Aim) with no cover nearby, or actually dodge into the bullet (Critical Hit if you would have been struck otherwise, or perhaps getting hit somewhere worse - a disabling shot to the arm becomes a fatal one to the neck; if the bullet would have missed you - either due to being aimed nearby or simply missing - it now instead hits a random location). provided that's in character). A success by 5+ tells you who (in terms of "You," "Slightly to your left," or "Far to your right," not "Alice" or "Bob") he is aiming at. I'm thinking something like +1 against the Engaged foe, -2 against anything else. A vision-based Sense roll may be possible to determine if he is indeed aiming at them, although attempting this may result in a defense penalty." Thus, the character will end up Dodging against Aims, Waits, missed attacks, and even AimsWaitsAttacks on other people. If he's Attacking you, you might be able to gather a bonus (+1 or +2) to your defense. If he's Aiming at you, you might be able to make a Dodge that (partially) spoils his aim, causing a penalty equal to your Margin of Success on the Dodge to his attack (unless he spends the next turn on an Aim maneuver that does nothing more than get rid of the penalty). Anyone within his Front Arc will register him as pointing the gun at them. A critical success tells you who he is aiming at and if he's actually about to shoot. Breaking an Engagement can be done if a) you are attacked from elsewhere (covered above) or b) your foe does something that makes the Engagement useless (drops his weapon and throws up his arms, Moves well out of your attack range, catches a gyroc with his chin, etc). A failure by less than 5 leaves you uncertain (player's choice of action - will you Dodge, stand there, or dive in front of the VIP?), 5 or more means you come to the wrong conclusion and will act accordingly (GM's choice as to what you do - in general, if the opponent is pointing at you, you won't try to move, whereas if he's pointing elsewhere you will; if you get lucky, you'll think he's aiming at someone important when he's really aiming at you, resulting in you making a Sacrificial Dodge that ends up getting you out of the way. There's also the possibility of a Critical Failure on the Dodge attempt.Hi,first i beg your pardon for my bad english. A success by less than 5 tells you the same (albeit less-precise, possibly just "You" or "Not you"), but imposes a -1 on your Dodge, should you attempt one. Going into Martial Arts, we have the option to impose a -1 per Dodge, in which case you can accrue penalties by Dodging when it's unnecessary. Essentially, consider the enemy to be directly facing his target and to have Tunnel Vision. Initializing an Engagement would be a free action at the start of your turn, and is considered automatic when you Aim or Evaluate. Additionally, Retreats, Slips, and Sideslips may be legitimate to use against ranged attacks - Retreats essentially just put more space between you and the foe (+0), a Slip is risky (-1 defense) but gets you a little closer, and a Sideslip would make you a bit harder to hit (+1 defense).In addition to the above, I'm considering a houserule for Engagement - that is, opting to engage a specific foe during combat.Where can I find a manual for using vbAdvanced? I would like to know how to set up boxes that contain links to other pages or how to include a forum or only a subforum in a box. This would improve defenses against this particular foe, but would impose a penalty to defenses against other attacks.The MA rules are good, but they may be a bit too strict for some campaigns.I looked for such a manual, but i can not find one. etc.With that out of the way, what are the real consequences of this? First off, we'll look at Basic Set. How to set up a calender etc. First, let's consider some rules for this Sense roll. If he's Aiming or Attacking elsewhere, you get a one-round opportunity to capitalize on his diverted attention, imposing a penalty (-1 or -2) to his defenses against any attacks you make that round (alternatively, you get a bonus to interfere, such as with a Sacrificial Dodge). This means another possibility - a character may prematurely break Engagement. The bonuspenalty would be doubled for things other than defenses (resisting Feints, determining who When you are attacked from elsewhere, however, you can opt to break Engagement, losing your bonus against the Engaged foe but halving the penalty to -1 against this attack sequence ("attack sequence" meaning it applies to all of this enemy's attacks, such as if he's using Rapid Strike; later attacks are a +0 defense)

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