# Intended Dodge Implementation?

**URL:** <https://discourse.cataclysmdda.org/t/intended-dodge-implementation/18073>\
**Category:** The Garage\
**Created:** [December 25, 2018, 12:09am UTC](https://discourse.cataclysmdda.org/t/intended-dodge-implementation/18073 "2018-12-25T00:09:51Z")\
**Posts on this page:** 1\
**Page:** 1

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**Author:** ![Siersha](https://sea2.discourse-cdn.com/flex016/user_avatar/discourse.cataclysmdda.org/siersha/32/4179_2.png) [@Siersha](https://discourse.cataclysmdda.org/u/Siersha)\
**Post date:** [December 25, 2018, 12:09am UTC](https://discourse.cataclysmdda.org/t/intended-dodge-implementation/18073/1 "2018-12-25T00:09:51Z")

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I’ve thought for the longest time that you are only allowed 1 dodge per turn unless modified by a martial art. However, through testing (and code-diving), I discovered that you are allowed as many dodges as a normal distribution would allow. Relevant code are:

under on\_dodge() =\> dodges\_left–;  
under melee.cpp = \> if( dodges\_left \<= 0 ) { ret += dodges\_left \* 2 - 2; }

Since it is hard-coded, (I assume that) it is intentionally implemented as such that the player’s dodge is counted as 2 less per each subsequent dodge while the player has no more dodges remaining.

Is dodge supposed to be and/or balanced this way aside from seemingly popular knowledge?
