Revised block/dodge rules for ZeroSpace

Here is a peek at a work in progress: revised block/dodge rules for ZeroSpace and Rough Magic. These are not final, but it’s a good bet that the final rules will look a lot like this.

Blocking

During their turn, or as a forced action, a character may use a task action to attempt to block a hand-to-hand attack against them. A block might entail using brute force to withstand the attack, or it might involve using finesse to harmlessly divert an attack away: the choice is up to the player. Blocking gives the defender a +2 defense bonus against the attack. If the defender has expertise with blocking, they gain an additional +3 defense bonus when blocking. A character who is using their action to block continues to receive the +2 defense bonus against hand-to-hand attacks until they take their next turn.

Normally, only hand-to-hand attacks which inflict endurance damage may be blocked. However, if the defender has the same power as the attacker, they may use that power to attempt to block. For example, a defender with Telepathy may attempt to block the Telepathy of an attacker, giving them a +2 defense bonus against the attacker’s Telepathy. With the GM’s permission, a character may attempt to block with a power that has a similar theme or power source. For example, a GM might permit a character with Telepathy to block an attacker’s Torment power, giving them a +2 defense bonus against the attacker’s Torment.

A character may choose to block after the attacker has determined that the attack will successfully hit: there is no need to block an attack that misses.

Dodging

During their turn, or as a forced action, a character may use a task action to attempt to dodge a ranged attack against them. Dodging gives the defender a +2 defense bonus against the attack. If the defender has expertise with dodging, they gain an additional +3 defense bonus when dodging. A character who is using their action to dodge continues to receive the +2 defense bonus against ranged attacks until they take their next turn.

A character may choose to dodge after the attacker has determined that the attack will successfully hit: there is no need to dodge an attack that misses.