Fifth Element
Legend
Agreed. I've just spent a few minutes putting together charts for each character in the game I'm running right now. I habitually describe close misses as just being deflected by a shield or something similar, but using this system can lend a different feel to each character. The heavily-armoured cleric will have blows deflecting off her armour a lot, while the nimble rogue will be ducking and dodging to avoid being hit. Good stuff.Cadfan said:...I should probably reverse the order though. An attack that you completely dodge is a weak one. An attack that you block with a shield is a tougher one. An attack that you can't dodge, and can't block with your shield, but which is deflected by your armor is a pretty good attack. So I'll reverse the order, and my players can know from the description how close things were.