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===Types of reactions=== '''Defensive reactions:''' A reaction can be used to defend yourself in one of three ways. Regardless of which option you choose, each success you roll cancels one of the attacker's successes. If you roll at least as many successes for your defense as the attacker rolled for their attack, you've negated the attack completely. If you roll some successes, but not enough to negate the attack, you've managed to avoid some of the attack, mitigating it to an extent, but not quite all of it. If you roll no successes, you've failed utterly. Each defensive option has additional effects, as described below. In case of a tie, melee defenders win and ranged attackers win. In a melee fight, you are proving your ability to dodge rather than them proving their ability to hit because it's really easy to hit normally. In a ranged situation, you are proving your ability to hit, because it's rather hard to hit something at range. '''Block:''' Guts+Shields. One action, one roll, defends against all attacks until your next turn. If you have a shield, you can roll Guts + Shields to block an enemy attack. In addition to cancelling out the attacker's successes, as long as you roll at least one success you gain an armor bonus (in addition to any you may have from other sources), which further reduces the damage taken if you fail to negate the attack entirely. The magnitude of this bonus depends on what kind of shield you have. Unlike other kinds of defenses, cancelling successes by blocking does not negate stun. '''Dodge:''' Agility+Athletics. Once action, one roll, only defends against the first attack. As long as you're not encumbered, be it from armor or heavy weapons, you can attempt to leap, roll, or sidestep out of the way of an attack. To attempt a dodge, there must be an open space adjacent to your current position that isn't affected by the enemy's attack. Normally this is any other square, but certain area of effect spells can limit your options. To attempt to dodge, roll Agility + Athletics. In addition to cancelling out the attacker's successes, as long as you roll at least one success you move into an adjacent safe space of your choice. If you roll no successes, you failed to react in time and you don't move. In order to dodge, you must move to a spot that is not threatened. '''Parry:''' Wits + Melee - 1. One action, multiple rolls, each roll defends against a single attack. If you're using a Melee or Heavy weapon, you can use it to turn aside an enemy's Melee attack. A Heavy weapon is also capable of parrying an attack from another Heavy weapon, but Melee weapons are too small and flimsy to adequately accomplish this. To attempt a parry, roll Wits + melee - 1. If you roll more successes than the enemy does, not only do you negate the attack, but you manage to put the enemy in a disadvantageous position, giving you a +1 bonus to your dice pool the next time you attack that enemy, provided you make the attack before the enemy's next turn. If your offhand is free, you do not suffer the -1 penalty. You do not get the bonus from parrying an area of effect attack like Spin Attack. '''Counterattack:''' If you completely negate an enemy's attack with a defensive reaction, you can immediately spend another reaction (if you have one available) to immediately attack that enemy with a weapon you have on hand. Since a counterattack takes advantage of the momentary opening created when an enemy fails to land an attack, the target can't use a reaction to defend against it; however, Heavy weapons are too unwieldy to use for such a quick response, and thus cannot be used to counterattack. You also can't counterattack if you used an action on your turn to attack (even if the attack failed). Attempting a counterattack costs 1 Stamina. If you counterattack after a defense such as blocking or parrying, then you are no longer protected by that defense and must spend another action afterwards to reinstate your defense. '''Prepare:''' If you suspect an enemy might try to do something in particular, and you want to respond to that in a certain way, you can prepare a response to such an eventuality. To prepare a reaction, you must spend a reaction in advance and declare that you will do a certain thing when a given condition is met. For example, your prepared reaction might be, "if the Dodongo tries to breathe fire, I'll throw a bomb in its mouth". When the condition you prepared for is met, you can immediately take the action you prepared without spending a reaction (since your reaction was spent in advance when you declared the prepared reaction). If the condition isn't met before your next turn starts, your preparation is wasted. If you don't trust your Sage not to change what the enemies do to avoid triggering your prepared reaction, you can make a secret declaration by writing down the condition and what you plan to do, revealing it when the condition is met. You still have to declare that you are preparing an action, though; you just don't need to announce what exactly you're planning. You can prepare a reaction any time before the event triggering it happens, as long as you have a reaction available to spend for it. Prepared reactions take place immediately before the triggering action, and may prevent the target from carrying out the triggering action -- but this is not always the case! Generally speaking, a reaction prepared to thwart a particular special attack (such as the aforementioned Dodongo example) is hard for the enemy to defend against or recover from, since such actions exploit openings inherent in those attacks; however, such openings may not always be present. For example, you could prepare a reaction to attack an enemy if it tries to attack you (simply with a standard attack). In this case, while you could certainly make your attack, the enemy could still use a reaction to defend itself, and assuming it survives your prepared attack it may still be able to continue with its intended attack against you. Prepared actions can only be used against techniques/spells, saying "I cut him if he steps near me," leads to stand offs so base actions can't provoke a prepared action due to their mutability. '''A note on Protecting:''' You can occupy the same square as one other ally. In this case, the actual effects of each reaction need to be clearly specified. Only block removes threat from a square. Parry does not nor does dodge. If your square is attacked and you dodge, whoever was also in that square must defend or get hit; but if you block, your ally does not need to spend an action defending. Another note. It only takes a single reaction to block every primary attack of all of your aggressors, and another to block all secondary attacks. The action economy breaks down if you need one reaction per attack against you and three people are attacking you. The only viable style would be dodging and counterattacking, which while accurate to reality, flies in the face of the Legend of Zelda style of play, not to mention most all other tabletop systems allow you to defend against everyone attacking you.
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