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Author Topic: Dodge Away Fix: Adventure Mode  (Read 1029 times)

peasant cretin

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Dodge Away Fix: Adventure Mode
« on: July 27, 2016, 05:55:37 pm »

Currently if your character opts to Dodge to another tile, leaving one empty tile between yourself and your opponent, any grab attack landed by the opponent is broken. The only time this doesn't happen is during a multi-attack pairing some sort of aimed attack with dodge.  The opponent's response to your attack may result in a mutual dodge where you and the opponent land side by side and the grip remains.

Somewhat tied in to my earlier suggestion regarding grip breaks it'd make more sense in terms of simulation and gameplay if the success of your dodge away when a grab attack has landed was modified by creature strength and creature size.

For example: If you see a giant grabbing you, you opt to dodge away, and the grab lands as you dodge, the giant's superior strength and greater size should modify the roll and occasionally counter your dodge.

Right now the result is always a grip break which makes Dodge perhaps too powerful since it doesn't factor size or strength.
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Bumber

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Re: Dodge Away Fix: Adventure Mode
« Reply #1 on: July 28, 2016, 06:37:44 pm »

It should be based on speed. You can dodge away because they haven't got a secure grip on you yet. IIRC, dodging/jumping is disabled after they've actually grasped you.
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peasant cretin

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Re: Dodge Away Fix: Adventure Mode
« Reply #2 on: July 29, 2016, 07:47:11 pm »

IIRC, dodging/jumping is disabled after they've actually grasped you.

Yes. However in cases where their grab and your dodge away are launched in the same turn, you'll get both results: their grab (if they can be successful), and your dodge away. You'll see both messages in your combat log:
"night hag grabs you."
"You jump away."

And you'll then have your desired, almost always achievable goal: one empty tile in-between you and night hag.
« Last Edit: July 29, 2016, 08:00:16 pm by peasant cretin »
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