What are some systems in which your avarage guy CAN'T actually dodge a bullet?
A system in which the attacker tests his own ability to aim and shoot instead of putting it against some abstract "dodge" value?
It really irks me in some games when someone simply dodges a really good ranged roll. It pulls me right out of the game, and even the DM has a hard time trying to narrate what exactly happened without sounding silly ("He ducks just in time" is an absolutely ridiculous scene in a serious game).
Shadowrun has armour and such take place after the attack has hit. Although in the game it is possible to make cybernetic characters and adepts who can literally dodge bullets, but that makes more sense based on their ability.
People aren't actually dodging the bullet you stupid fuck.
Defense or Dodge or whatever is just the person's ability to juke and jive. They're not avoiding the actual bullet Matrix style, they're just doing what they can to avoid being where the gun's pointing when you pull the trigger.
>they're not literally dodging the bullet
>they're just literally dodging the bullet
You can phrase it whoever you want, it's the same. You don't simply "juke and jive" from someone shooting at you. You take cover and keep your head down.
nWod/CofD, I guess.
Humans can't Dodge firearms unless they use some sort of supernatural ability.
Though in most settings I'd imagine it's less about dodging, and more about being a difficult target, so they can't get a bead on you.
Cover can make getting shot nearly impossible. Juking and jiving can make getting shot kind of difficult.
It's harder to hit an erratically moving target, so if you're a target, move erratically. Obviously you can still get shot, but the more difficult of a target you are, the more likely you'll be able to make it to cover.
The thing is this is a turn based game. What you're saying would make sense if the character was using a "move erratically" action for the entire round, giving some kind of negative bonus to anyone trying to shoot at him or her.
When you roll to defend against a specific attack made against you , outside of your turn, that is lasting in in-game time about a split second, you're dodging a bullet.
Except that doesn't make any sense. Unless you have super human abilities, you simply don't do that in a firefight. I'm not talking about super cinematic games either, I'm talking "supposedly" simulationist games like GURPS and Shadowrun. I like how Dark heresy does it though: you get one single reaction for the round, and that's it. That fits more with what you're saying, the character is making a move that lasts an entire round, and not a split-second turn, to try and avoid an attack.