Difference between revisions of "Dodge"

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{{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.
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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.
  
 
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.
 
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.

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.