Dodge & Counter is an active counter-attack action at the cost of a single player action. A player may choose to set aside one or more actions to dodge incoming melee attacks outside of their turn, effectively bracing for potential enemy assaults. If no melee attacks are made against the player who chooses this action, then those actions are forfeit. For each Dodge action taken, melee attacks against that character in the sequence in which they occur will have an additional layer of defending rolls against the incoming attack roll (in other words, the defending character with dodge actions to burn has to use them on the next melee attack against them until they have used up all the dodge actions held; the player can't choose which melee attacks to use them on):
1. The player will first roll Dexterity, contested against the attacking Strength roll. If the attack fails, the defending player may then expend the single action held to do anything they wish (move, cast, attack, Etc.) on the attacker's turn.
2. If the Dexterity roll fails, then the defending player still is able to defend with Strength as per normal combat rules (covered in Defending above).
To reiterate, dodge actions must be used in the sequential order in which incoming melee attacks occur; the player can not choose which melee attacks to dodge nor save it for a specific character’s turn.