Trace: • blocking_evasion
Core_rules_mechanics:blocking_evasion
Blocking & Evasion
This mechanic allows combatants to mitigate incoming damage by attempting to either block or evade attacks. Both actions are determined by a d20 roll: a roll of 1-10 results in a failure, while a roll of 11-20 is a success. Successful blocks or evasions can completely prevent damage, adding a strategic layer to combat encounters and how players choose to save or use their Action Points.
Blocking (STR)
When a character has a shield equipped and is attacked, they can attempt to block using their shield. Certain spells and skills might also allow blocking. The first block made within the turn is free and does not consume any Action Points. Any other blocks made within the turn consume 1 (AP). On a successful block, the character takes no damage; on a failed block, they take full damage. A character can also block for an adjacent ally when the ally is attacked, as long as the blocker is not positioned behind the ally. The blocker must be beside or in front of the ally to attempt a block. If a character rolls a critical success on a block, the attacker is knocked prone. Before a player can use blocking, they must first unlock a skill that allows blocking such the Shieldbearer Skill or Intercept Spell.
Evasion (AGI)
When a character is attacked, they can attempt an evasion if they have enough Action Points (AP) and there is an available adjacent tile to move to. Evasion consumes 1 (AP) and allows the character to dodge the attack. On a successful evasion roll, the character takes no damage and moves to the adjacent tile. If the roll fails, they remain in place and take full damage. Before a player can use evasion, they must first unlock the Evasion Skill.