Original Post
You know how in most RPGs there's a dodge chance that causes attacks to miss (do no damage) occasionally? I'm thinking of an RPG that removes that and just makes dodging reduce damage like armour (and for my game toughness) does. The question is how do I make dodging reduce damage in a way that's different enough from armour to make any choice between dodging and armour interesting. One idea I had was make dodging reduce damage by a percentage while armour reduces damage by subtraction. Dodging would be effective against any kind of damage, while armour is able to block weak attacks completely. A problem with this is that increasing dodging ability for percentile damage reduction brings diminishing returns. For example, I can see a situation where a player may have to increase his dodging ability by five points to reduce a given damage value by one. I know this because these are the kinds of numbers I saw when coming up with a damage reduction formula for armour, which I was thinking would itself use percentile reduction. What other ways could dodging and armour reduce damage that are different from one another?