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Exactly. Independent rolls, no linkage - nice and clean. Good system design. |
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If you wanted to, you could have partial dodging: Success: Partial Dodge (1/2 damage) Special Success: Graze (minimum damage) Critical Success: Dodge (no damage). That would also balance out Dodge vs. Parry against the heavy damage doers, like dragons.
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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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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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And, you can get partially successful results for both, where you still get hit, but not at full force.
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I look upon it as 'riding the blow' to a certain degree. Most blows only have damage as a property, so what else? Altering the attackers skill would bring it back into the realms of opposed rolling (and I was mentioning it as an example of not using them).
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I understand that; I'm simply suggesting that for a true dodge, nothing else will represent it properly. As I note above, what you're talking about is more like a full body parry/deflection, and they just aren't the same thing; in fact, what works best for one isn't best for the other.
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[quote=Nightshade;8565]Even that still deals with the force of the blow to some degree; no matter how much skill you have, deflecting a powerful blow is going to be harder than an easy one. I just can't see that as relevant to the dodge at all.
First with parry. It really doesn't matter much how powerful the blow is. It's physics. The object has a vector and you are adding a second vector for movement. So if the object is moving in the -axis and you can apply force from the Y- or Z-axis both vectors will affect the object. What would matter is how fast the object is travelling and it's mass. The whole point of a parry isto the block the attack but redirect it. Quote:
Or if someone is going for you head you could duck or sidestep and only get scratched or grazed along the top of the skill rather than being decapitated. It isn't so much rolling with the blow, but avoiding the brunt of the blow. All weapons have a sweet spot that does the real damage, and if you avoid contact with that spot, or initiate contact with another spot, like stepping into a halberd and getting hit by the shaft rather than the axe, you mitigate some of the damage.
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