Quote:
Originally Posted by frogspawner
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!
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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.