All-Out Defense

==Options==
* Double Defense: Apply two different active defenses against the same attack. (this was the only version available in 3e)
**TG 20 introduces some exceptions to the Double Defense "different defense" clause: due to wrestling and sumo using two-handed parries, the DD clause does NOT apply to them, but the 2nd parry is at -2 instead of the usual cumulative -4. This also applies to hands free parries on TG22-23
***The -2 is likely based on MA123
* Increased Defense: Add +2 to one active defense of your choice: Dodge, Parry, or Block. This bonus persists until your next turn. (this was added in 4e)
**Blocking Spell Mastery is needed to add this to blocking spells.
==Movement distances==
3eB106 only allowed a step for AOD originally. Of course the sole situation in 4e which uses an alternative (Increased Defense, only if dodging) wasn't an option back then either.
4eB367 highlights halving the move, but does not answer WHEN (implying you ALWAYS can) or the question of what to do with fractions (which is important to know given that the average Move is 5!):
:He can move up to half his Move if he chose an All-Out Attack or All Out Defense
===the Increased Defence requirement===
B366 clarifies what B367 is referring to:
:If you choose Increased Dodge, you may move up to half your Move.
:Otherwise, the only movement you may take is a step.
===the Round Up rule===
"Up to" if read literally actually means you could NOT move 3 yards if you had Move 5.
In the case of Move 1 creatures it would mean you couldn't move to another hex at all, since "0.5 move" is half, and "1 move" is BEYOND that.
B385 clarifies this is not the case, if using Tactical Combat.
:If you choose the Increased Dodge option, you may use movement points equal to half your Move (round up)
This allows for greater movement (ie 3 yards) forward. However tactical combat has "movement point" taxes for side/back travel which actually makes it LESS when using "half movement points" rather than "half move". Due to that being "2 per hex", AOD from Move 5 getting 3 movement points would still only allow ONE hex of side or rear movement, rather than the TWO allowed if using merely "half move" which treat forward and side/back as equal movement.
This also means back or side movement wouldn't be possible at all for creatures with Move 2 (which gives only 1 Movement Point for All-Out Defence) when using Increased Dodge, which would forbid a Retreat under Tactical Combat. The only option would be if you took Double, Increased Parry or Increased Block, since they use a "Step" which ignores MP costs.
===no minimums===
One thing interesting to highlight is that B385 has a "whatever is more" rule for All-Out Attack where it may opt to simply move a guaranteed 2 hexes forward if 1/2 it's movement points isn't enough to allow that.
AOD has no such "WIM" guarantee (nor do Move or Move and Attack).
This can easily make movement impossible if enough "MP taxes" add up to higher than 1/2 (rounded up) MP, such as mentioned above how side/rear movement is impossible even when standing, a barrier which gets even worse for Bad Footing or Posture fees.
Thus while "Increased Dodge" or Move can increase mobility for higher-move characters, it DECREASES it for lower-Move characters, who are better off relying on the "guaranteed yard" of "step" maneuvers, or "guaranteed two yards" of an All-Out Attack.
AOA ends up surpassing Move, making it the "go to" maneuver in Tactical Combat for max speed even if someone has no intention at all of attacking! There isn't even an option to All-Out Move to enjoy the 2 yard minimum without being forced to take an attack.
Attacks are presumably optional though. Like for example someone with Extra Attack is probably not obligated to take more than 1 during an Attack maneuver if they don't want to.
==quotes==
===Sacrificial Dodge===
In 2004 George W. Harris at https://rec.games.frp.gurps.narkive.com/GfwHSpsT/parrying-attacks-on-other-characters proposd the following:
:There's already the Sacrificial Dodge, which allows you to step in front of an attack on another character and take that attack yourself.
:It seems to me you could declare an All-Out Defense and use the two-defense option, Sacrificial Dodge to take the attack on yourself and then Parry or Block that attack.
In 2006 PK supported that approach http://forums.sjgames.com/showpost.php?p=181609&postcount=8
Sacrificial Dodge (p. B375) allows you to step in between your friend and the attack targeting your friend. If you succeed, you are hit by the attack instead of him.
It is reasonable to allow someone who's taking the All-Out Defense (Double Defense) maneuver to use their two defenses on that attack -- first, Sacrificial Dodge to get in the path of the weapon, then a normal Block to stop it.
If they were not taking All-Out Defense, there's really no justification in the rules for it. If the situation seems reasonable, just assign a penalty to the defense (I'd say -4 as a minimum and go for it).
===Douglas Cole===
2015 http://forums.sjgames.com/showthread.php?t=136443
I'd treat AoD that doesn't spend any AP on defenses as a Wait - make a HT roll with no bonus to recover AP. Basically, any time you "accidentally" do nothing without actually Doing Nothing, it would be fair to treat this as a flat HT roll to recover AP.
==see also==
*Sweeping Counter Parry
Category:Maneuvers