Alternate to a House Ruled Evasion

el-remmen

Moderator Emeritus
I hate evasion.

It is too abstract for me, and even though I already house rule that it does not work for characters deprived of their dexterity adjustment, what I want to do is have it work so that the character can move as immediate action up to half their speed behind any cover in relation to the source of the area of effect, with results as evasion and improved evasion, plus the bonuses to Reflex saves as determined by the level of cover (I still use 3.0 cover rules).

This movement draws AoOs, but tumble/mobility could be used in conjunction with it. When there is absolutely no possible cover (GM discretion), the ability cannot be used (though the movement still can; instinct).

I figure this bonus movement kind of balances itself, as it is as likely to be helpful as dangerous.

However, I figure there should be an alternate choice of ability for those players who want to play more of a "social" rogue that would be basically the equivalent to it.
 

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My favorite Evasion house-rule is as follows:

Evasion: +2 to AC vs ranged touch attacks, and you gain an additional Reflex save against "Reflex half" effects. Each successful save halves the damage.

Improved Evasion: +4 to AC vs ranged touch attacks, and you gain 2 additional Reflex saves against "Reflex half" effects. Each successful save halves the damage.

Two successful saves = 1/4 damage
Three successful saves = 1/8 damage
 

Just as a side note, since I recognize that this would make the rogue ability somewhat less useful, I would probably add some other small bonus to help compensate, like a free choice of an additional class skill.
 

el-remmen said:
Just as a side note, since I recognize that this would make the rogue ability somewhat less useful, I would probably add some other small bonus to help compensate, like a free choice of an additional class skill.

Not a great bonus though... The main purpose of evasion for rogues is to offset their abysmal hit points and give them a chance of surviving fireballs and other area affect attacks.

Do you intend to include any rules or guidelines to reduce the likelihood of (a) lots of dead rogues or (b) not many rogues at all?



For a less damning alternative, you could have evasion means 'always makes reflex save against area effect damage' - thus instead of full or none, it becomes always half damage (which is the same on average, in a manner of speaking). Presumably the idea of half damage on a save is one that isn't too abstract, and it would reduce the chance that the rogue gets toasted too badly in one go.

Cheers
 

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