I’ve been consulting a few RIFTS and Palladium system forums online to try and figure out exactly how the Automatic Dodge system in the games work and have been rather unsuccessful. So I’m turning to the RPG stack to try and come up with a legitimate explanation for the ability and its mechanics.
Automatic dodge is an ability conferred by certain Hand to hand skills, classes such as Juicer, super powers such as Extraordinary Physical Prowess, Super speed, etc. that confers the ability to dodge without using up one of your melee actions for the round.
There are other dodge bonuses in the game systems that confer similar bonuses to dodging. It doesn’t state anywhere in any book I’ve read in the Palladium system whether or not the dodge bonuses from hand to hand, or other skills can be added to automatic dodge bonuses to determine if an attack is dodged.
So my question is thus:
Can Automatic-Dodge Bonuses and Dodge Bonuses added together to determine whether or not an attack is evaded without using up a melee action, and where if any can I find the rules to support said answer?
You can choose the "combat expertise" feat and the "dodge" feat: Are their ArmorClass modifier stacked?
In the Warrior Adventure Game, animal lore (at level 1) gives +1 per intelligence chip on intelligence or ponder for animal-related checks.
First, ponder is an intelligence skill, so why is it mentioned separately? Second, what’s the point when I can get a +1 per chip anyway?
Likewise, dodge gives +1 per spirit chip on jump for dodge checks. Again, I can do the same without that knack.
Is there any value in having such knacks at level 1, or is it just a starting point for getting higher bonuses at later levels?
More specifically, I’m confused about when to add weapon damage: if the defender rolls as many 6s as the attacker, does the defender still suffer weapon damage or is the attack neutralized altogether?
I am currently playing a multi-class Cleric 5 / Rogue 2 and at times I have managed to kite melee mobs successfully using my Cunning Action to Disengage, then my movement and then using a ranged attack, which has worked fine for most of the time. Sometimes though I get pounced on by several melee mobs at once (3-5), especially when we face tactical mobs. In this case I have ended up in a loop where they catch up with me each time because I am having to use my Cunning Action to Disengage, instead of Dash.
Sometimes, I just want to get away quite far by using Dash instead, without getting pummeled by the opportunity attacks in the process. I want to get more distance between me and the mobs so they cannot catch up with me in their next move.
Basically, I want to be able to use Dodge as my Action so that when I move out of melee range from the 3-5 mobs there is less of a chance the mobs will hit me in the process, with 3-5 opportunity attacks. We’ve not tried this in our campaign yet, so I want some confirmation about how this works and whether the 3-5 melee mobs who are right next to me would get disadvantage on their opportunity attacks as I try to dash off?
I especially appreciate answers that contain play-tested experience from DMs who have managed this situation or players who have actually played as a Rogue.
Can you reduce spirit weapon attacks and spells with Uncanny Dodge? I’m not too clear seeing the hability description.
Suppose I have to run 300 feet across an open field from one area of full cover to another. The entire time I’m in the open, I will be taking incoming ranged attacks, and I want to minimize the number of attacks that hit me as I cross the field. My speed is 30. I have 2 options:
- Take the dodge action each round and move 30 feet per round for 10 rounds, thus facing 10 rounds of attacks at disadvantage.
- Take the dash action and move 60 feet each round for 5 rounds, thus facing 5 rounds of attacks without disadvantage.
Which of these 2 options results in fewer attacks hitting me on average? If the answer depends on the roll needed to hit, when is it better to use one or the other?
(For simplicity, you can assume there is 1 incoming attack per round, although the result should be the same for any number of attacks. You can also assume that all attacks have the same modifier.)
Shield Master: a) add shield’s AC to Dexterity saving throw; b) for Dexterity saving throws to do with effect you receive either no damage on a save; half damage* on a fail. (PHB p.170)
Uncanny Dodge: use Reaction to only get half damage* done by an attack. (PHB p.96)
Evasion: for area of effect damage requiring a Dexterity saving throw, you receive either no damage on a save; half damage* on a fail. (PHB p. 96)
What protects me better from damage: Plate armour and a Shield, or Dodge?
I am playing a Cleric mainly but I took one level in Rogue as it helped me with the Expertise. Now I am thinking about taking one more level as a Rogue. I want to know what has more potential to reduce damage for my PC. In the party I tend to have a balance of doing damage and doing some healing. My character is one PCs that tends to take quite a lot of the brunt of the fight and I want to reduce the overall damage I get.
Currently I am wearing Studded Leather and Shield, with a +4 Dex bonus = AC 18. I have been thinking of trading in my Studded Leather and using Plate Armour and a Shield instead to reduce damage. I have proficiency in Heavy Armour and Shields, so I could have an AC 20. I could take a level in Cleric which would give me +2 on an ability, which I could use to bring my Strength up to 15 so that I can wear Plate armour.
But, recently in a fight I was getting quite low on Hit Points and I chose to use Dodge as my main action a few times. This reduced the damage I got a lot; I got hit less times because of the disadvantage on the mobs’ attack rolls.
I am now considering taking the extra level as a Rogue as it would give me Cunning Action so I could attack or heal as my main action and then use Dodge as my bonus action to minimise damage.
Starting at 2nd level, your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each o f your turns in combat. This action can b e used only to take the Dash, Disengage, or Hide action.
In my situation, is Dodge more effective at reducing overall damage than having an increase of +2 to my AC from having Plate armour and a Shield?
Please provide an example of the damage reduction in your anwer.
Thanks for you help with this.
Should it take a Reaction instead? Should it be limited to a number of times per day? I sometimes have trouble gauging the action economy. Just looking for opinions.