clearstream
(He, Him)
The accusation itself is oblivious to information normally added by participants in conveying system results into their fiction. Here's the detailed text for RQ's "dodge" (redundant wordings are in the original)I don't know why I got a flat tire, I just did. I don't know why the gasket on my sink wore out and had to be replaced, it just happened. I don't know why my cat decided to barf on the couch, but it still happened. I start up my phone, I don't really understand how it works. All sorts of things happen that we don't understand. Meanwhile nothing in the word diegetic says anything about providing information on how a result occurs. I can always provide a description as GM that is just as relevant, just as useful, just as accurate as any pre-written chart. The only thing that changes if I make it up on the spot is that I can tailor it to the situation instead of relying on the author of the rules to provide a generic explanation that may or may not fit the current scenario.
An attack is an attempt to use a weapon to harm a target. An adventurer’s melee or missile weapon skill provides the individual probability of succeeding with an attack. If the player rolls the adventurer’s needed percentage or less on D100, the adventurer has succeeded and managed to hit their opponent. The defender may still manage to avoid damage by parrying or dodging the blow, trusting their armor, or through magic.
The adventurer is performing that attack for the entire round and can do little else except parry or Dodge.
Each attack of whatever type is resolved in strike rank order. The lowest strike rank always strikes first. The defender may try to parry or Dodge the attack, with multiple defensive actions incurring successive penalties to their skill rating.
Dodge may be used to avoid an attack instead of attempting to parry. Dodge may be used against all known attacks directed at the adventurer, but must be rolled separately against each attack.
Dodge can be used against any weapon attack the defender is aware of (including projectile weapons)
A successful Dodge against a normal successful melee attack means that the attack missed.
A special Dodge roll is necessary against a special hit
A critical Dodge is necessary to avoid a critical hit.
If the Dodge roll is fumbled, then the attacker scores an automatic normal hit unless their rolled attack gains a higher quality of success, at which point it is treated as the better result. Subsequent Dodge attempts are at a cumulative –20% penalty, but may take place in any subsequent strike rank.
For every point of ENC carried up to their maximum ENC, the adventurer’s Dodge skill is reduced by –1%. For every point of ENC carried above their maximum ENC, the adventurer’s Dodge skill is reduced an additional –5%.
The Dodge Results table displays the results of different successful Dodge attempts versus different success levels of attacks.
If the adventurer has a skill above 100% and that skill is opposed by another skill lower than the adventurer’s skill, the opposing skill is reduced by the amount that the adventurer’s skill is above 100%.
In play, I sometimes hear players say something like "I duck that broo's spear thrust". Can you see where the RQ text for dodge provides any information about ducking versus weaving, leaning, twisting, leaping left or right, etcetera? All are evasion by sudden, quick movements.
The RQ text directs players to visualize affairs as taking place in the bronze age. It seems very plausible that someone once ducked a spear thrust in the bronze age. For me, picturing that the character ducks, is far more immersive and altogether diegetic than knowing the attack missed for amorphous reasons.
Here is the Dodge text for WHFRP
Dodge Blow
Skill Type: Advanced.
Characteristic: Agility.
Description: Use this skill to avoid attacks in melee combat. Dodge Blow can be used once per round. See Chapter 6: Combat, Damage, and Movement.
Related Talents: None.
A melee attack roll already assumes that the target is defending himself to some degree. A melee attack does not represent a single swing of a sword, but a series of exchanges in which the attacker tries to find an opening and the defender tries to deny him one.
A failed roll means the defender was too difficult to hit effectively, while a successful roll means the attacker was able to strike a telling blow. The attack roll does not tell the whole story, however. It is possible to avoid even a successful hit by either parrying or dodging. These are a combatant’s last lines of defence.
Dodge Blow is an Advanced Skill, so usually only trained warriors can use it. Once a hit is scored, but before damage is rolled, a character can try to dodge if he has the skill and is aware of the attack. This is simply a Dodge Blow Skill Test (see Chapter 4: Skills and Talents). If the Dodge Blow Test is successful, the character gets out of the way at the last minute and the attack is considered to have missed (there is no damage roll). If he fails the test, the attack connects and his opponent may roll for damage as usual. Dodging is a free action.
A character can only make one dodge per round.
What does dodging a "successful" attack by a highly skilled attacker look like compared with dodging a poorly skilled one? Without adding any information to the written mechanic, what does Dodge Blow look like in your fiction? A blur of sudden evasive movements irreducible from all possible such movements?How can this mechanic be simulative, if it does not equip me to visualise anything specific in my fiction, where characters surely duck, weave, lean, twist, leap left or right, etcetera?
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