Leaving a square

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CyberedElf
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Re: Leaving a square

Post by CyberedElf »

lunchmoney wrote: Tentacles, 2d6+3-5=5+
So they need to roll 7+ on 2 dice = 21/36
then the 6+ dodge (3+ dodge, -1 Pre Tail, Potential -2 DT) = 1/6
total is about 9.7% chance to get away (not factoring in rerolls).
Getting away from Tentacles fails on 5 or less, so they need to roll 8+ to get a result of 6+.
Tentacles, 2d6+3-5=6+
So they need to roll 8+ on 2 dice = 15/36
then the 6+ dodge (3+ dodge, -1 Pre Tail, Potential -2 DT) = 1/6
total is about 6.9% chance to get away (not factoring in rerolls).

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Loki
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Re: Leaving a square

Post by Loki »

I had a question on leaving a square...

Somewhere along the line I got it into my head that when you dodge out of a square using a GFI you always do the GFI roll first. Having been re-reading GFi rules I think I may have just made this up in my head or something.

The obvious advantage is if the player has dodge skill but not Sure Feet roll the dodge first if that fails then you can't burn a team re-roll to fail a GFI. (or vice versa for has Sure Feet but not Dodge)

Just to be clear, you can choose to do dodge or GFI first when leaving a square?

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Post by Shteve0 »

I believe so. Oddly enough the local convention down this way is dodge first, then gfi, but that's likely force of habit rather than rigid dogma. My understanding is that so long as you declare which youre rolling before doing so you're alright.

Good point though. You're right that strategically that's the best play.

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Re: Leaving a square

Post by lunchmoney »

Consult the book of armaments
Page 8 wrote:In order to leave a square that is in one or more opposing tackle
zones, a player must dodge out of the square. The player only
has to dodge once in order to leave the square, no matter how
many opposing tackles zones are on it. Note that you must
always make a Dodge roll when you leave a tackle zone, even if
there aren"t any tackle zones on the square you are moving to
(see the slow-motion replay).
Page 20 wrote:Roll a D6 for the player after he has moved each extra square.
On a roll of 1 the player trips up and is Knocked Down in the
square that he moved to. Roll to see if he was injured (see page
11). On any other roll the player moves without mishap. If the
player is Knocked Down then his team suffers a turnover and
their turn ends immediately.
Dodge first, then GFI. The Dodge is made to leave the square, the GFI is made when the player arrives.

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Re: Leaving a square

Post by Darkson »

Most of the time it doesn't matter, as long as you're clear what order you're rolling, exception being with skill rerolls as you said, but officially you only roll the GFI once you've moved the square so yes, it should be dodge then gfi.

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Re: Leaving a square

Post by Loki »

As in most cases as a player is likely to have Dodge but not Sure Feet you are going to want to do it that way anyway. Plus a failed GFI is 1/36 with RR and the main situation that springs to mind where you would actually want to do GFI first is a fairly unskilled Bull Centaur so it's a bit of a moot point really but always interesting to get things clear in my mind :)

Apologies to anyone I have passed bad habits on to :oops:

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Re: Leaving a square

Post by Itchen Masack »

I've been doing the gfi first too :oops:

Loki seeing as we have played each other once, I can only assume this is all your fault :P

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