Proposal: Dodging Failure
timed out, final vote 1-7—Yoda
Adminned at 28 Oct 2008 10:57:56 UTC
Add the following text to the end of the list of combat effects in rule 2.6 “Duels”:
* If one Clansman dodges and the other Clansman either punches, kickes, or grabs, then roll a DICEX, where X is the sum of the dodging Clansman’s Strength, Skill, and Reflex. If the result of the roll is strictly less than the other Clansman’s lowest stat (of Strength, Skill, and Reflex), then the dodging Clansman takes Damage.
If more than half of all comments containing counted FOR votes also contain the text “pvavorivnv a eiqpw eif ojrgpaesjefo” or “More risk, more return.”, then replace “the dodging Clansman takes Damage.” in the rule “Duels” with “the dodging Clansman takes Crushing Damage. However, if the result of the roll is strictly greater than the other Clansman’s highest stat (of Strength, Skill, and Reflex), then the non-dodging Clansman takes Damage.”
Yoda:
This also fixes the problem where a Clansman with a higher health can enter a 10 or 12 round duel and just dodge the entire time and win.