Dodge reflects your ability to instinctively avoid harm—whether sidestepping a sword, ducking a thrown spear, or reacting to a burst of magical fire. It represents reflexes, spatial awareness, balance, and practiced movement in dangerous situations.
How It Works:
Dodge is not a declared action. Instead, it is a passive contested roll triggered automatically whenever you are targeted by an attack and able to respond.
When an attacker makes a contested attack (such as melee strikes, thrown weapons, or other fast-moving threats), both sides calculate a margin of success:
Attacker’s Margin = Attack Skill – Roll
Defender’s Margin = Dodge Skill – Roll
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If your Dodge margin is higher, the attack misses.
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If the attacker’s margin is higher, the attack hits.
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In case of a tie, the defender wins.
Dodge and Ranged Attacks:
Thrown weapons and similar attacks that allow time to react are resolved as contested rolls, meaning Dodge applies. Archery, however, is normally resolved as a skill test against difficulty—not a contested roll—because most archery attacks represent sudden, precise shots where reaction time is limited.
However, if the target is alert, watching the archer, and has room to move (such as during a standoff or duel), the GM may allow a Dodge roll as a contested defense.
When You May Dodge:
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You are aware of the attacker.
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You are able to move (not restrained, stunned, or helpless).
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There is sufficient space to maneuver (GM discretion).
Multi-Action Penalties Apply:
If you are performing multiple actions in the same round, apply the same cumulative penalty to your Dodge roll. Splitting focus reduces your ability to avoid danger.
Armor and Encumbrance:
Heavy armor or significant encumbrance may reduce Dodge effectiveness at the GM’s discretion. Lightly armored characters move more freely and react faster than those weighed down in plate or carrying excessive burdens.
Situational Modifiers:
Apply the Difficulty Ladder based on terrain, conditions, and mobility:
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+10%: Open ground, clear view, prepared for attack
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0%: Typical combat conditions
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–10% to –30%: Confined spaces, poor footing, cluttered environments
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–50%: Cramped quarters, pinned, no room to maneuver
Untrained Dodge:
All characters can attempt to dodge, even without training.
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If Dodge is not listed on your sheet, roll against your Dexterity as a percentage (Dex 13 = 13%).
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No additional penalty is applied beyond the reduced chance.
While this will not match trained defenders, instinctive flinching and evasive movement can still save lives.
Narrative Examples:
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A bard ducks beneath a tavern chair hurled during a brawl.
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A swordsman shifts aside just in time to avoid a clean strike.
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A scout tumbles back out of reach from a beast’s claws.
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A cleric sidesteps a bolt of dark energy launched by a lich.
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File Created: 05/01/2025 Last Modified: 05/01/2025