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 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! | + | In short: get out of the way. Those who excel at Dodging are rather difficult to hit. Every incoming attack a character notices can 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! |
{{section|Evading Attacks|}} | {{section|Evading Attacks|}} | ||
− | When another combatant attacks you, and you see it coming, you have a free chance to defend yourself. 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. | + | '''Opposed Roll'''. 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. |
− | If you have gained the ''prone'' condition or the ''grabbed'' condition, you take a −4 penalty to Evasion Rolls. If you have gained the | + | If you have gained the ''prone'' condition or the ''grabbed'' condition, you take a −4 penalty to Evasion Rolls. If you have gained the the ''immobilized'' condition, or the ''unconscious'' condition, you automatically fail Evasion Rolls. You also automatically fail the Evasion Roll when an attack catches you ''wide-eyed'' (see ''Chapter 10: Combat''). |
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. | 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. | ||
{{section|Avoiding Hazards|}} | {{section|Avoiding Hazards|}} | ||
− | The GM can institute a DL for a danger that has no opposed roll, | + | '''Difficulty Roll'''. The GM can institute a DL for a danger that has no opposed roll, like 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 deadly poison, a stream of corrosive acid, or it might just kill you outright. |
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+ | For instance, if your adventuring party springs a trap and the floor collapses, the GM might ask for a Dodge check at a DL of 15. The characters who pass the check leap to safety. Those who fail plummet into the darkness below. | ||
[[Category:Skills]] | [[Category:Skills]] |
Latest revision as of 14:20, 13 January 2021
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 can 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
Opposed Roll. 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 the immobilized condition, or the unconscious condition, you automatically fail Evasion Rolls. You also automatically fail the Evasion Roll when an attack catches you wide-eyed (see Chapter 10: Combat).
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
Difficulty Roll. The GM can institute a DL for a danger that has no opposed roll, like 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 deadly poison, a stream of corrosive acid, or it might just kill you outright.
For instance, if your adventuring party springs a trap and the floor collapses, the GM might ask for a Dodge check at a DL of 15. The characters who pass the check leap to safety. Those who fail plummet into the darkness below.