Thread: Dodge
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Old February 1st, 2008
Nightshade Nightshade is offline
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Join Date: Sep 2007
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Quote:
Originally Posted by frogspawner View Post
Yes, for a while now I've been using a similar system for Dodge:
Success: -10 damage
Special: -20 damage
Critical: No damage

But I can see that would break down if people typically got into the range of gross damages that have been mentioned hereabouts sometimes, so this very day I thought: "Hmmm, maybe success should halve damage...". Uncanny!
Actually, I'd expect the opposite most of the time, where for many attacks there's no difference between success and lower values, and certainly no difference between between a special and a critical (taking more than 20 damage at a hit was unusual even back in the days when we used quasi-Gloranthan style rune lords).

Honestly, I can't see any reason for damage to be relevant to dodging; its dealing with negating the skill of the attacker, not the damage. I can see it reducing his chance of special results the way the new rules do it, but interacting with damage directly is just strange for a dodge.
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