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[BNW] Dodgy Tricks



BNW Thought For the Day:

In my on-going creation of new powers and tricks, I have noticed a bug in
BNW that hasn't been mentioned in any errata that I have seen.  In fact,
I've never heard anyone mention it before, which seems a little strange,
since it comes up a lot -- so strange that I was reluctant to bring it up,
thinking that maybe I was just looking at it all wrong.  But I've studied
this from every angle and can't figure out where I could have gone off the
beam.  So, here it is...

A large number of tricks -- specifically, those that rely on an extra
success on a Dodging roll -- are broken.  This applies to Flying Dodge,
Turnabout, Disappear, Mental Shield, Catch Attack and who knows how many
others.  Here's the problem: you CAN'T GET an extra success on a Dodging
roll, at least not as it is normally used in combat.  Don't believe me?
Read the rules regarding Dodging on page 154 of BNW.

Go ahead.  I'll wait for you.

Okay, see what I mean?  Dodging is not rolled against a TN.  Furthermore, it
is not used in an opposed roll against an attack (despite the fact that many
people I have talked with have slipped up and use it in exactly that
manner -- which would be harmless, except that it can screw up other rules).
In fact, all Dodging really does is replace the usual TN of 5, which may
then be further modified by lots of other stuff.  Since it ends up being a
purely passive effect, no extra success is possible.  Once the roll is made,
the ball is entirely in the attacker's court.

So, my questions are: Has anyone noticed this before, and, if so, what did
they do about it?  I'm new to the mailing list, so I may have missed
something about it -- possible even an "official ruling" from Matt.

Barring a better suggestion, our current house rules are as follows.  An
"extra success" occurs on a Dodging roll whenever the defender uses the
Dodging skill and the attacker blows his next roll by 5 or more points.
This is completely backwards, being based on the attacker's roll, instead of
the defender's, and it is not ideal, because it neglects the fact that the
attacker might have blown the roll for some other reason, e.g. a
wound-effect or range modifier.  It also begs the question of how multiple
attacks made during the same action should affect things.  But it generally
seems to get the job done.

Comments, anyone?

Cwylric

P.S. Part Two of the power package article (i.e. the expanded tricks for
official packages) is coming along well.  Given that it mostly involves
sorting and trying to make sense of my scattered notes, then typing them up
neatly, it should be done in the next few days.  It's sitting at about 70%
right now, and I should have a few free hours tomorrow, so I see a light at
the end of the tunnel...