EVASION

(Book 1, pp45-47)

EVASION is the attribute held by every creature in Legend* to indicate how well they might evade / dodge anything that comes their way. For example, EVASION might be used to dodge a Sorcerer's* Firestorm* spell, or a spear poking forth suddenly from a dungeon trap.

To determine if something has been Evaded successfully, the threat needs to be assigned a SPEED. All spells of this nature have a SPEED, and traps / falling rocks etc can be allocated likewise. The GM then rolls for the player-character on 2d10 - if the GM rolls equal to or less than SPEED minus EVASION, the player-character has been struck by the threat. If the GM rolls above SPEED minus EVASION, the threat misses.

Kharille suggests expanded use of the EVASION score as follows:

There are times when a player or NPC wishes to do more than remain static in response to certain threats which they are aware or suspect. As the rules stand this action is quite vague and appears to be applied automatically. However a simple revision of the rules will help make combat more realistic without excessive rule changes.

The key feature is that the individual is 'moving away'. We can assume that this is a minimum 3m distance and that the player realized the danger and is able to respond. This might be a Firestorm* spell, a javelin, a flying rhinoceros or a weapon blow. The fact that the Assassins* and Barbarians* have a 'mobile' combat style is reflected in their higher EVASION scores. Such individuals make greater use of 'hit and run' tactics and may not stay in combat until the end.

In combat the simplest interpretation is to use ATTACK vs EVASION when a player decides to rout. This is as opposed to retreating where the player moves an orderly 2.5m whilst still defending himself. A routing player will move up to his maximum movement away from his opponent after determining the results of the 'free hit'.

Ignoring Evasion

(Tom Clare)

EVASION can easily be ignored by simply using the SPEED table as a list of difficulty factors. So, a character facing a falling block of masonry (SPEED 12) simply matches his reflexes with the difficulty factor of 12. This makes sense of the seemingly extraneous ruling given during poor Sir Balin's* fall into the pit on pages 69-70 of Book 1 and page 65 of the Rulebook.

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