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Rigged Defense/Dodge Dice Pool

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Dr. Meatgrinder

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« Reply #15 on: <09-22-17/0812:02> »
That does beg the question of what defines what is and is not an action, though. Is it only things that are defined within the types of Actions? Only things that require some sort of motion or conscious choice to act?

If it is based on the types of Actions, does that mean that Defense becomes an action when you use an Interrupt like Block or Parry?

In that last case, it seems odd that some "action" bonuses would only apply to some defense tests but not all...

Actions are the defined actions that fall under the four categories:  Free, Simple, Complex, Interrupt.

Interrupt Actions like Block, Dodge, or Parry do not trigger defense tests on their own; they only add dice to a defense test.  Interrupt Actions like Counterstrike and Riposte threaten to blur the line somewhat, but still they only modify an existing defense test.  In either case, I tend to rule that "action" modifiers do not apply to defense tests, because only the "actor" (the attacker) is initiating an action.
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Dr. Meatgrinder

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« Reply #16 on: <09-22-17/0817:27> »
The basic melee/ranged Defense Test is not itself an Action.
And does a jumped in rigger roll Reaction + Intuition to avoid an attack?

Yes.

But just because you're picking up dice doesn't mean you're executing an Action; you're only rolling a Test.  Test and Action are different things, though they are frequently associated (and a lot of people conflate the two).

The required "Action" is the control vehicle action. Without that you couldn't make your defense tests.

Control Vehicle [Complex Action]
"This action is not really an action at all, simply the expenditure of an action to represent efforts taken for the entire Combat Turn to keep the vehicle under control. This action does not need to be taken as the driver’s first action in combat, but until this action is taken, the vehicle is considered uncontrolled at the end of the Combat Turn and may crash or be taken over by the vehicle’s onboard Piloting system." (p. 203, SR5)
Guiding principle for game balance:  Players avoid underpowered stuff and flock to overpowered stuff.
Missions Freelancer (SRM 04-10 Romero & Juliette, SRM 05-01 Chasin' the Wind, SRM 06-06 Falling Angels, PM-02 A Holy Piece of Wetwork)

Jack_Spade

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« Reply #17 on: <09-22-17/0830:41> »
Yes, but - as previously mentioned - it is the action that enables you to take reactions and defense tests, which gives RAW justification why you should get the VR bonus.
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« Reply #18 on: <09-22-17/1354:03> »
What states Control Vehicle is necessary for a defense test?

Jack_Spade

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« Reply #19 on: <09-22-17/1410:39> »
"If the driver does not make a Vehicle Test to regain control of the vehicle in one Combat Turn, one of two things happens. First, if the vehicle has a Pilot rating, the vehicle’s autopilot kicks in and takes the necessary Complex Action to drive the vehicle. If this happens, the autopilot system begins driving with the flow of traffic. Second, if someone has disabled the Pilot program or the vehicle does not have one, it continues to travel in its last heading and is unable to defend against any incoming attacks. It takes no actions except for slowing down, or if the accelerator is locked, maintaining speed until the gamemaster says it crashes."
p. 202 core
talk think matrix

To strive, to seek, to find and not to yield
Revenant Kynos Isaint Rex