Enchanted Realms Rulebook
Dodge & Deflect
One of the most common reactions in combat is dodge or similar skill usage performed to avoid or reduce damage. Skills include dodge, deflect missiles, deflect bolts, rebuff as well as several others. The specific mechanics will be explained in the skill description; however, most work very similarly. The key part for this section is how to use the reaction; thus, the question is: “What is the trigger?” For these skills, the event or trigger is basically suffering Body damage. Now, as a pedantic detail, the trigger isn't really when suffering damage but rather a minimal moment just before receiving the damage, as the reaction has the chance to prevent or lessen the wounding.
However, the method of delivery may limit what reaction can be taken. For a melee strike, dodge or rebuff would be used. If struck by an arrow, then one of the deflection skills would be used for the reaction. Of course, remember that the character or creature must have that skill or equivalent trait to enact such a reaction. Further, only one reaction can be used per round; thus, to dodge the attack, an available reaction must exist.
There are also enhancements to the dodge skill, including some the turn back damage. Because of the different reactions that might be used to reduce or avoid damage, it is important to read the description to know when and how it is applied. Sometimes the d6 adjustment roll will be applied against the lowest successful d20, while other times it will be compared to the highest roll. Further, it could be that a character is in under the disadvantage restriction; thus, how the dice are rolled for the reaction is important to understand. Unless stated otherwise, this would be rolling two d6 and selected the lesser or the greater of the two rolls.