Difference between revisions of "Defense Roll"
(New page: A '''Defense Roll''' is your primary way to avoid damage. Any impending attack allows for a Defense Roll unless your character is somehow unable to move. The attacker's Attack Roll m...) |
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{{Roll | {{Roll | ||
|caption = Defense Roll (Parry) | |caption = Defense Roll (Parry) | ||
− | |bonus1 = [[ | + | |bonus1 = [[Cunning|CUN]] |
|bonus2 = Weapon Skill | |bonus2 = Weapon Skill | ||
|bonus3 = [[Endurance|END]] | |bonus3 = [[Endurance|END]] |
Revision as of 14:54, 14 September 2008
A Defense Roll is your primary way to avoid damage. Any impending attack allows for a Defense Roll unless your character is somehow unable to move. The attacker's Attack Roll minus the defender's Defense Roll is how much damage the defender takes (if negative, the defender takes 0 damage). There are two Defense Rolls.
Dodge
A character who is quick on his or her feet can try to remove their person from the path of an opponent's attack.
+ | AGI | + | Dodge | + | END | + | Armor Bonus |
If the defending character has Magic Defense and the weapon being used to attack is magical, the magic bonus the attacker receives is subtracted from the defender's MDEF. If the defender has more Magic Defense than the attack has bonus points, the bonus doesn't apply, but the bonus is never negative.
Parry
A character who may not be fleet of foot but is adept with a weapon can attempt to parry an attack out of the way.
+ | CUN | + | Weapon Skill | + | END | + | Armor Bonus |
The defending character may use any attack-related bonuses but not damage related bonuses (for instance, the defender could include the bonus from Weapon Discipline but not from Weapon Mastery). Some weapons grant a bonus when used to parry, and some actually present a penalty.