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Swimming and combat.
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Savaad
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PostPosted: Sun Jul 22, 2007 10:12 am    Post subject: Swimming and combat. Reply with quote

How does dodging work underwater? The only reference I can find is in the Battle for Golden Sun, in which it states that characters add 1D to the swimming for dodges.
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kyledon Mystic
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PostPosted: Sun Jul 22, 2007 10:42 am    Post subject: Reply with quote

I would think that dodging in water, becomes your swimming skill.
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Ankhanu
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PostPosted: Sun Jul 22, 2007 11:29 am    Post subject: Reply with quote

I can't see having a bonus to dodging when in the water either... if anything it would probably impose a penalty.
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masque
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PostPosted: Sun Jul 22, 2007 11:35 am    Post subject: Reply with quote

Depends on what you're dodging. Bullets, for instance, slow down a lot in water, if I recall correctly, they're only lethal for about 10 feet or so once hitting water. I would imagine blaster bolts might also be somewhat diffused, although I don't have anything to back that up.
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Savaad
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PostPosted: Sun Jul 22, 2007 11:54 am    Post subject: Reply with quote

I agree with the swimming being the dodge roll. My reference before was wrong, it was actually stated in a adventure in the Secrets of Sisar Run book. I think what I was going to do was a hybrid of the swimming and dodging, where as if your dodge skill is higher than your swim skill, then you get a +1D bonus to your swim skill for dodging in water.
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Jedi Skyler
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PostPosted: Sun Aug 26, 2007 6:11 am    Post subject: Reply with quote

You can also give a bonus (or impose a penalty, however you want to work it) for characters wearing swimming gear (fins, mask, etc) or utilizing underwater propulsion devices. It's been long enough since I've run through Golden Sun that I'll have to go back into the book and look it up.
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Aries Bachen
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PostPosted: Tue Sep 25, 2007 4:05 pm    Post subject: Reply with quote

I don't think I would allow a swimming dodge. Rather I would add to the difficulty # the shooter must overcome to hit.
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hisham
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PostPosted: Wed Sep 26, 2007 1:02 am    Post subject: Reply with quote

Aries Bachen wrote:
I don't think I would allow a swimming dodge. Rather I would add to the difficulty # the shooter must overcome to hit.
You know what? This makes sense. The choppier the waters, the harder it is for the attacker to hit you.
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Lor-Pbk
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PostPosted: Wed Sep 26, 2007 11:59 am    Post subject: Reply with quote

Hey guys! ... This is my first post but I've been reading these forums a few week as I have just talked my RPG group into trying an old school SW(WEG) adventure. I consider myself a veteran role player as I've been Playing RPG's since the late 70's, ( ahhh youth... Very Happy ) And I promise to Share the details of my campaign with y'all in the future...

However!!! I was reading this thread and I swear I remeber that there are detailed Dodge/swimming rules in the module "Battle for Golden Sun", I might have the title wrong. And I can't find my copy of it ATM... But if some one else has it maybe they can post it up... Wink
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Ankhanu
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PostPosted: Wed Sep 26, 2007 12:08 pm    Post subject: Reply with quote

I posted this on my forum the other week;
Ankhanu wrote:
Underwater Combat
Sidebar, Operation Elrood, p. 39

Combat underwater is very different than on land. The following rules reflect these differences.
Characters use their swimming skill for all movement and dodge rolls.
Water is an excellent conductor of concussion waves. A grenade causes 4D damage to everyone at point-blank range for the blast radius; everyone else in the blast suffers 4D stun damage.
Blasters are difficult to use underwater. Increase the difficulty of each shot one level and reduce the weapon's damage by 2D. Sonic blasters (like the ones on the waveskimmers) use their full damage code.
Lightsabers are difficult to control, requiring a Moderate control or Difficult lightsaber or Dexterity roll to hold onto each round.

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garhkal
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PostPosted: Wed Sep 26, 2007 1:27 pm    Post subject: Reply with quote

Hm.. That is interesting. Was there any word about other weapons and what effects the water had on them? Eg bowcasters, magnacasters, sith lavinrocks..
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vong
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PostPosted: Wed Sep 26, 2007 1:28 pm    Post subject: Reply with quote

as well, was that damage extra to the grenade damage, or is that instead of the grenade damage.
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Ankhanu
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PostPosted: Wed Sep 26, 2007 2:30 pm    Post subject: Reply with quote

What's there is the full and complete quote from the text.
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Jamfke
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PostPosted: Wed Sep 26, 2007 2:35 pm    Post subject: Reply with quote

Most likely it's the total damage as the water pressure would add resistance to the flight of the fragments thus slowing them down just a hair.
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cheshire
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PostPosted: Wed Sep 26, 2007 2:54 pm    Post subject: Reply with quote

Heh. I'm just imagining a gaming party floating to the top of the water like stunned fish after a grenade blast.
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