Difference between revisions of "Dodge"

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Typically used with: '''Agility'''.
 
Typically used with: '''Agility'''.
  
In short: get out of the way. Those who excel at Dodging are rather difficult to hit. Every attack of which a character is aware can be thwarted with a successful Dodge check. Less agile combatants may actually elect to evade attacks through parrying, but not all dangers can be smacked away with a weapon!
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In short: get out of the way. Those who excel at Dodging are rather difficult to hit. Every incoming attack a character notices be thwarted with a successful Dodge check. Less agile combatants may instead elect to evade attacks by parrying, but not all dangers can be smacked away with a weapon!
  
Characters who fail to remove themselves from harm's way often need a [[Guard]] check to see exactly how much hurt gets laid out.
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{{section|Evading Attacks|}}
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When another combatant attacks you, and you see it coming, you have a free chance to defend yourself. Even from arrows and fireballs. See the ''Defending'' section of ''[[Book:Combat|Chapter 10: Combat]]''.  Your enemy rolls an attack, and you make an [[Evasion Roll]], which is either a Dodge or a Parry. If your Evasion Roll meets or exceeds the Attack Roll, the attack misses.
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If you have gained the ''prone'' condition or the ''grabbed'' condition, you take a −4 penalty to Evasion Rolls. If you have gained the ''wide-eyed'' condition, the ''immobilized'' condition, or the ''unconscious'' condition, you automatically fail Evasion Rolls.
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Characters who fail to remove themselves from harm's way need to roll a [[Guard]] check to see exactly how much hurt gets laid out.
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{{section|Avoiding Hazards|}}
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The GM can institute a DL for a danger that has no opposed roll, for instance, a collapsing ceiling beam, or arrows from that devious trap you just triggered. If you can't get out of the way, it could mean you have to roll a Guard check to determine the damage done. A hazard could have other effects, like a poison, or a stream of acid. Or it might just kill you outright.  
  
{{section|Difficulty|Typically, a Dodge roll is used against an incoming attack by an opponent. The GM can institute a DL for a danger that has no opposed roll, for instance, a collapsing ceiling beam, or arrows from that devious trap you just triggered.}}
 
{{section|Opposed Rolls|Dodge rolls are most often in direct opposition to [[Attack Roll|Attack Rolls]].}}
 
 
[[Category:Skills]]
 
[[Category:Skills]]

Latest revision as of 23:20, 9 June 2019

Typically used with: Agility.

In short: get out of the way. Those who excel at Dodging are rather difficult to hit. Every incoming attack a character notices be thwarted with a successful Dodge check. Less agile combatants may instead elect to evade attacks by parrying, but not all dangers can be smacked away with a weapon!

Evading Attacks

When another combatant attacks you, and you see it coming, you have a free chance to defend yourself. Even from arrows and fireballs. See the Defending section of Chapter 10: Combat. Your enemy rolls an attack, and you make an Evasion Roll, which is either a Dodge or a Parry. If your Evasion Roll meets or exceeds the Attack Roll, the attack misses.

If you have gained the prone condition or the grabbed condition, you take a −4 penalty to Evasion Rolls. If you have gained the wide-eyed condition, the immobilized condition, or the unconscious condition, you automatically fail Evasion Rolls.

Characters who fail to remove themselves from harm's way need to roll a Guard check to see exactly how much hurt gets laid out.

Avoiding Hazards

The GM can institute a DL for a danger that has no opposed roll, for instance, a collapsing ceiling beam, or arrows from that devious trap you just triggered. If you can't get out of the way, it could mean you have to roll a Guard check to determine the damage done. A hazard could have other effects, like a poison, or a stream of acid. Or it might just kill you outright.