M&M: Defense and Dodge question

DungeonmasterCal

First Post
Ok...I'm not a dumb guy, but maybe because it's late and I've been up for a lot longer than I'm used to, I'm missing something.

What are the differences between Defense and Dodge in Mutants and Masterminds 2e? Is Defense static like in D&D and you roll you Dodge check? He'p me!
 

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Your Dodge bonus is a component of your Defense - for a character that has bought nothing by Defense figuring out the dodge bonus is a simple matter of dividing their defense bonus by 2 and rounding down.

Knowing the dodge bonus is important for two reasons.

The Dodge bonus doesn't apply doesn't apply when stunned, flat-footed, etc, so the character is basically stuck with half their defence. In a lot of ways, think of it like d20's Dex bonus to defense

A character can spend a hero point to double their dodge bonus (see page 121, bottom left column), basically increasing their defense bonus by half.

The fifty-fifty split can get skewed when a character buys ranks in Dodge Focus, which essentially gives them an additional +1 dodge bonus per rank.

Quick example:

Kung Pow, the martial arts hero, buys Defense +10. Whens surprised, stunned or otherwise unable to defend himself, his defense against attacks is 15. When aware and fighting in most situations, his defense is 20. When he spends a hero point to dodge, his defense is 25.

Lizard Man, whose defense usually relies on agility rather than competent combat technique, buys Defense +4 and 6 ranks of Dodge Focus. WHen surprised, stunned or otherwise unable to defend himself, his defens against attacks is only 12. When aware and fighting normlaly, its 20. When he spends a hero point to dodge, his defense goes to a whopping 28.
 
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Pretty much what Arwink said. You can buy Uncanny dodge, but there are also other actions that make you loose your dodge bonus other than being flatfooted, which is all that uncanny dodge covers.
 


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