Board Thread:Suggestions forum/@comment-28471561-20160925232911/@comment-26553378-20161001141129

AlteOgre wrote: I'd rather have a similar feature implemented, with the same result, and call it 'dodge chance'. The chance a type of unit and/ot unit from any background is able to dodge an attack is an aspect that can more easily be quantified and justified imo. But this may as well be a simple matter of taste.


 * The more agile a unit (elves, hobbits versus orcs, trolls, men), the higher the chance of dodging an attack.


 * The lighter the gear/armour (no, leather, cloth versus heavy mail / scaled armour), the higher the chance of dodging an attack.


 * The better trained a unit (warrior versus citizen), the higher the chance of dodging.


 * Not sure about berserkers. May argue for both improved dodge chance and lowered dodge chance ... may depend on what they're 'using'.

miruvor, cocoa, athelas, ent draughts, orc draughts, and other brews were not actually alcoholic and in fact were known to sharpen ones senses
 * The clearer the mind, the higher the chances of dodging an attack: effects of draughts and brews should decrease or even negate any base dodge chances.