| Post/Author/DateTime | Post |
|---|---|
| CptCarnage02-11-05, 04:01 AM | is there some sort of autododge in AD&D? I tried asking the rules lawers I knew but no one could give me a sure answer. Maybe feats that would allow for dodge to not take up your next attack. |
| GrolubFranco02-11-05, 04:10 AM | I only know combat expertise that gives you a dodge bonus. You could see it as a autododge. |
| CptCarnage02-11-05, 04:20 AM | Im talking about an actual contested roll like dodge, only that doesnt take your next attack. |
| lonewolf02-11-05, 04:36 AM | nope something like that doesnt exists. greets lonewolf |
| Largegnome02-11-05, 05:27 AM | is there some sort of autododge in AD&D? I tried asking the rules lawers I knew but no one could give me a sure answer. Maybe feats that would allow for dodge to not take up your next attack. Yes, it's commonly called "Armor Class" :D Seriously, there's an optional rule in the DMG (ver. 3.5, pag 25) that lets you roll a d20 and add your AC modifiers, instead of using a flat starting value ( 10). So, ask your dm if you can use this variant and just improve your AC as much as you can. Hope it helped :) |
| SpiritGlyph02-11-05, 05:49 AM | The closest thing to what you're looking for is Deflect Arrows, which lets you automatically negate a ranged attack per round. There isn't really anything else like that around in D20; opposed rolls tend to be the norm. As for AD&D (presuming you really do mean 2nd ed), I really couldn't tell you. |
| lostone02-11-05, 07:43 AM | Yes, it's commonly called "Armor Class" :D Seriously, there's an optional rule in the DMG (ver. 3.5, pag 25) that lets you roll a d20 and add your AC modifiers, instead of using a flat starting value ( 10). So, ask your dm if you can use this variant and just improve your AC as much as you can. Hope it helped :)If your DM is hesitant just explain it like this: The default rules have everyone "Taking 10" on their AC rolls, you're just choosing to roll instead. Sometimes you'll roll worse sometimes better, in the end it will all even out and be about the same. The best reason I don't use that optional rule is that is slows down combat even more, and with the constantly looking up rules by players who are learning the game but refuse to divulge their big secret ahead of time, combat in my games can be slow without any optional stuff :). |
| Tempest Stormwind02-11-05, 09:01 AM | Epid Dodge is close (Evade one attack per round, guaranteed), but it is of course an EPIC feat. |
| michael_noah02-11-05, 09:45 AM | Then there's elusive target, which lets you "autododge" one attack if you're flanked. (and they hit the other person instead) |
| catharz02-11-05, 01:27 PM | Rolling for AC adds a huge amount of randomness to the system. Rolling 2d20 vs. 1d20+10 basically makes the game twice as lethal. As for Auto-dodge...The Parry feat chain [Drg ???] lets you deflect melee attacks with an opposed attack roll. |
| PhaedrusXY02-11-05, 01:41 PM | Maybe feats that would allow for dodge to not take up your next attack.I think you are confused on what Dodge does and how it works in D&D. Maybe I'm wrong, but from the way you phrased this, it sounds like you think Dodge as written is some sort of opposed roll that allows you to sacrifice an attack to avoid one. The Dodge feat just adds a +1 to your AC against one opponent, and it doesn't take an action to use it at all. You just decide who to apply the bonus to on your turn. If you're looking for a system that lets you avoid an incoming attack using some sort of opposed roll, I don't think any official system exists in D&D like this. I've seen some homebrewed feats on the boards that do this, though. I allow a few of them in a game I DM, and you can find them in the player packet for my game, which you can download here (https://netfiles.uiuc.edu/jthollan/www/PlayerPacket.rtf). One is a fighter only feat that works with the new mechanics for the fighter class which I stole from someone at the classes forum. There are some others mixed in with the other feats in the packet, also. |
| El_Machinae02-11-05, 05:30 PM | The dodge mechanic you're descibing mimics what we did it Rifts - and Juicers got the autododge (which was TEH UBAR). There are a couple similar things in DnD 3.0, 3.5 Deflect Arrows allows to you roll (or not, in 3.5) to grab arrows out of the air. Mounted Combat allows you a contested Ride Skill roll if someone attacks your mount. Concealment is similar (in that you have a percentage chance of being missed) |
| allenchan02-13-05, 01:50 AM | Rolling for AC adds a huge amount of randomness to the system. Rolling 2d20 vs. 1d20+10 basically makes the game twice as lethal. Thats why you take ten on attack rolls instead. It gets complicated with weapons that have high crit ranges though. |
| CptCarnage02-13-05, 11:39 PM | The dodge mechanic you're descibing mimics what we did it Rifts - and Juicers got the autododge (which was TEH UBAR). There are a couple similar things in DnD 3.0, 3.5 Deflect Arrows allows to you roll (or not, in 3.5) to grab arrows out of the air. Mounted Combat allows you a contested Ride Skill roll if someone attacks your mount. Concealment is similar (in that you have a percentage chance of being missed) I believe, sir, that you hit the nail on the head. both my GM and I are old Rifts junkies. after looking through my PHB and reading up on dodge Im also noticing that there is no 'dodge' like the GM is allowing us to do so lets just concider that a house rule. Deflect arrows is pretty, very pretty indeed, but I was hoping for a melee version of the same thing. Ill check out the parry tree, I dont ahve the feats book with me. thx for the info ;D |