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 Combat

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Destaris
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Join date : 2013-05-01

Character sheet
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Combat Empty
PostSubject: Combat   Combat EmptyMon Dec 23, 2013 2:51 pm

Combat -

Is turn-based and operates in rounds. There is no initiative to determine who attacks first, however before the attack begins an Avoidance roll can be attempted. During each turn players can make any combo; attack + move, move + attack, move + move, or opt to make either an attack only or a move only. Defensive rolls are considered as moves.

Attributes -

Each attribute starts off at 0 and has a max of 20.

Strength (STR) - A measure of how physically strong a character is (muscle, endurance, stamina, brawn). Influences melee attack and/or damage.

Dexterity (DEX) - A measure of how agile a character is (eye-hand coordination, agility, refluxes, balance). Ability to dodge or block. Influences attack and movement speed/accuracy, as well as tricky actions based on environment (ex. jumping across a wide hole).

Constitution (CON) - A measure of how resilient a character is (toughness, health, resilience). Influences fatigue and resistance to diseases/poisons.

Intelligence (INT) - A measure of a character's problem-solving ability (intellect, brain, knowledge, mind). Influences learning ability of skills.

Charisma (CHA) - A measure of a character's social skills (presence, charm, persuasiveness, magnetism). Influences bluff, diplomacy, disguise, gather information, intimidate, handle animal, performance.

Fortitude (FOR) - A measure of a character's mental strength (sanity, personality, ego). Influences their resistance against pain/fear/etc. when falling victim to mind altering provocation, influence, torture, or insanity.  

Perception (PER) - A measure of a character's openness to their surroundings (alertness, awareness, cautiousness, intuitiveness). Influences the chance of detecting clues, traps, hidden enemies, and hidden agendas).

Luck (LCK) -

A measure of a character's chances at randomness (fate, chance). Influences successes/failures in any given attribute/skill.

Each opponent is allowed 1 Luck roll per battle. Luck rolls cannot be applied to Avoidance rolls. Luck rolls are 1d6+LCK, rolled with attacks or moves or while escaping, and is added to the total.

Avoidance (AVD) -

Is the determining factor whether a character must engage in combat or not. A lvl 1 may not wish to engage against a lvl 4. In this case a 1d20+AVD is rolled by both players and measured. The lower a character's level the lower their AVD is. If the result is equal to or greater than the one being challenged then avoidance was successful. Avoidance rolls can only be attempted once, and only before you attack. Once you have chosen to attack back you can no longer attempt an avoidance.

Level 1 AVD = 1
Level 2 AVD = 2
Level 3 AVD = 3
(and so forth)

Escape (ESC) -

Is the determining factor whether a character escapes and flees his attacker or not. Escapes are considered as Moves. If your hit points are 5 and greater you can attempt an escape roll. Anything less then 5 is considered too weak/hurt/incapacitated to attempt such an act. Escapes are considered as Moves. You can attempt an escape any number of times during the course of a battle, but only once per your turn, and cannot be coupled with attack attempts. So in other words, the player attempting escape can only use an escape roll, while the opponent can roll against your escape and couple it with an attack if successful (Escape Move vs. Move + Attack). A 1d20+ESC is rolled by both players and measured. If the result is equal or greater than the result of the attempted escape then the escape failed.

Dodge -

Is the determining factor whether a character has dodged an attack. Dodges are considered as Moves. You can attempt dodges any number of times during the course of a battle, but only in response to an attack roll. The following are rolled and measured against an attack total. If the Dodge total falls within a 10 point difference from the Attack total than the Dodge was successful.

Lvl 1 - 1d30+DEX
Lvl 2 - 1d40+DEX
Lvl 3 - 1d50+DEX
Lvl 4 - 1d60+DEX
Lvl 5 - 1d70+DEX
Lvl 6 - 1d70+DEX
(lvl 5 and higher all rolls 1d70+DEX)

Character Levels -

Combination of all Attribute points:
Level 1 = 10 - 19 points
Level 2 = 20 - 29 points
Level 3 = 30 - 39 points
(and so forth)

Experience Points

100 exp points = 1 attribute point

Hit Points -

All characters have a default of 100 hit points. If both combatants choose they can increase their hit points for a prolonged battle. But this must be agreed upon by both parties and both parties must start out with equal hit points.

Hit points are a measure of a character's health. Hit points are reduced whenever a character takes damage. A character dies when his/her hit points reach -10. At 0, a character is knocked unconscious and will continue to take additional hit points over time due to injury/affliction unless stabilized by healing (-1 hit point every 24 hrs). Stabilization occurs at 1 hit point, rendering the character as barely alive and 'going to make it' (+2 hit points every 24 hrs). A character must have 10 or more hit points to travel.

Armor -

Armor must be equipped to a person in order to count during an attack. Armor is based off of several factors such as a character's natural aversion to physical injury, enchantments, and any protective garments worn. An attack will damage hit points if the final result is equal to or greater than the target's armor combined. Armor starts at 0 and increases. The max armor someone may have applied at one time is as follows:

Level 1 = 1 - 100
Level 2 = 101 - 200
Level 3 = 201 - 300
Level 4 = 301 - 400
Level 5 = 400
Level 6 = 400
(and so forth. Armor maxes out at 400. It is possible for someone to possess over max by having armor that is blessed by a Spirit.)

During battle, armor must first be broken down before Hit Points can be touched.

(ex. If the final attack roll was 25 and the opponents armor is 17 then there was 8 damage to the opponents Hit Points. The next turn, attack roll was 10, then damage to opponents Hit Points is 10, because armor was broken down in the previous roll.)

Blessed Armor is never broken down. An example of an attack against a Player with Blessed Armor is as follows:

(ex. Attack roll was 25. Opponents armor equals 17, of which 3 points are blessed (14+3b). The damage equals 8 to the opponents Hit Points. The next turn, attack roll was 10, then damage to opponents Hit Points is 7, because armor was broken down in the previous roll except for what was blessed.)

Weapons -

Weapons must be equipped to a person in order to count during an attack. Any weapons packed away in a pocket, satchel, bag, etc cannot be used during a battle. Weapons will damage hit points if the final result is equal to or greater than the target's armor combined. Weapons start at 0 and increases. The max weapons someone may have equipped at one time is as follows:

Level 1 = 1 - 10
Level 2 = 11 - 20
Level 3 = 21 - 30
Level 4 = 31 - 40
Level 5 = 41 - 50
Level 6 = 50
(and so forth. Weapons maxes out at 50. It is possible for someone to possess over max by having weapons that is blessed by a Spirit.)

Mechanics

All battles, either vs. NPC's or other Players, must take place and be logged in a separate thread. In order to be legit, a battle must have an approved Overseer who mediates between parties, upholds guidelines and rules, and keeps track of the score.

The first post of the thread is created by the Overseer as a log sheet to keep track of the score.

Avoidance rolls come first if they are desired.
Attacks are 1d20 + weapon score + attribute.
Attack totals are measured against an opponents Armor.
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