In Mutants and Masterminds, much like in many versions of D&D, Area of Attack abilities allow you a dodge check to take half effect. That’s all fine and dandy, but I’m trying to create a character who can see the tiniest movement in his opponents and moves in advance to make certain he’s not where the attack is going to be when it goes off, which results in a very high dodge / parry and a very low toughness.
This works fine for single target attacks, but for AoE attacks, even when he makes his save, he’s still looking at an injury, which doesn’t really work for the idea of fighting-by-avoidance.
I’m trying to make a power that works similar to evasion in 5e, which reads:
When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
I don’t care about the half damage when you fail part, if he gets hit, he gets hit hard, but I want to figure out a way to avoid taking half effect if I succeed the dodge.
It seems, however, that MnM doesn’t really have this option. I’ve looked at immunity (which lacks an AoE immunity), and doing something like a Leaping Reaction on Dodge to physically move out of the way, but I might be over-complicating things.