Knights of Eragia RP
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Battle System Rules

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Battle System Rules Empty Battle System Rules

Post by SpiritGM Tue Jan 16, 2024 2:38 am

Battle System Rules
The following is a collection of rules that are meant to involve the Battle System on this site. There isn't any specific method of battling as everything is primarily roleplayed out with some numerical values attached. For non-serious battles (such as fights for fun, you can forego stats and just have a fun battle). These numbers are geared more towards serious battles where life and death hang in the balance.

Initiating Combat
This does not include open warfare, but primarily as a fight involving other player characters for whatever reasons. Anyone, at any time, at any where may initiate combat. To do this can be anywhere from a cheap-shot to a proper duel. Just keep in mind that where you initiate battle may attract the attention of others in the area. There is no 'official' way to start a fight as fights can occur naturally like they do in real life.

Combat Locations
There are three main locations combat can be performed:
  • Combat Arena: Fights can be performed in the Florian Combat and other Combat Arenas in the Capital Cities. All fights held in a Combat Arena will never be a fight to the death. Fights here are generally used as spars where people can go all-out without the fear of death.
  • City Areas: City areas to include the Capital Cities and small towns. Fights generally attract attention, even in more secluded areas within the city, will generally tend to draw attention. Those in the city may be able to invade fights that get out of control. Usually people would let brawls happen, but when magic gets involved or destruction gets involved, others may generally jump in to stop the fight. 
  • Rural Areas: Places away from towns, also known as the Wilds. Relatively away from civilization, battles here are generally out-of-sight and out-of-mind which generally doesn't draw attention due to the isolation. Only those in the area would even be within the vicinity of the fight may even consider joining. This is also generally where open war is usually held.
Inventory
The user may have the following as their inventory. The user is required to state, in their Updates, what is equipped in their Inventory:
  • Armor: Helmet: May only wear 1 piece of armor on their head/face
  • Armor: Body Armor: May only wear one piece of armor upon their torso
  • Armor: Pants: May only wear one piece of armor upon their legs. If the user wears a robe, it can cover both their torso and legs.  
  • Armor: Gauntlets: Armor for the user's hands, forearms and upper arms. Generally come in pairs and will only be effective if both pieces are complete. Both Gauntlets share the same durability and Runestones are shared between the two Gauntlets.
  • Armor: Boots: Armor for the user's feet and lower legs. Generally come in pairs and will only be effective if both pieces are complete. Both boots share the same durability and Runestones are shared between the two boots.
  • Armor: Cloak/Cape: Covers the back and can be used as a replacement if the user doesn't have any head armor (can be worn if someone wears a mask or something that doesn't cover the face.  
  • Jewelry: Can wield up to 2 pieces of Jewelry that bear Runestones. All Jewelry must be shown and exposed in order for the piece of jewelry's effects to be activated. Can conceal jewelry to maintain Stat-Boost Runestones on it, but cannot use any spell runestones, runestone mediums unless it is exposed.
  • Bags: May carry up to a maximum of 3 bags/containers -- this includes things like quivers as well. Quivers will determine how much ammo you have for a bow-type weapon. This does not include weapon sheathes.
  • Weapons: The users may have as many weapons equipped as long as the amount makes sense. Don't expect to have 30 weapons on you. A standard amount would be 2 melee, 1 ranged, and a variety of throwing weapons on them.
  • Accessory: Only as Quest Rewards. May only have 1 Accessory worn
Defining a Round
A round is equal to everyone taking their turn (within the Post Order) until it gets back to your turn. A round is defined the time between your own turn or the time between a player's turn.

Serious Battle vs Not a Serious Battle
There is one big difference between a serious battle vs a not a serious battle: chance of death. A Serious Battle will have a Chance of death with the intent to kill. There is no big distinction between the two other than player intention. If it's a Serious Battle, members of the fight can opt for a 48 hour rule where if someone doesn't post their roleplay within 48 hours, that person can be skipped and their action will be ignored (and they will not have their action in that round). A late post after the 48 hour will be ignored. Once the 48 hour has been passed, the next person, in line, is expected to make their post.

Damage to CON
Dealing Damage to a target, that deals damage to their HP, will deal damage straight to the target's Constitution. If someone has 4 / 20 Constitution, they'll only have 4 HP. So dealing 3 damage to that target will reduce their Constitution from 4 to 1. This will also apply to healing Skills that replenish HP. If someone has 1 CON with a max of 15 CON, and they were hit by a Healing Spell that replenished 10 HP, their 1 CON turns into 11 / 15 CON. Healing will NEVER exceed 15 CON.

Temporary HP
Temporary HP is what it sounds like. Temporary HP can be assigned to either equipment or the user. Temporary HP does not count as healing and does not affect the target's CON. Any damage that is dealt to something with Temporary HP will deal damage to the Temporary HP first before dealing damage to CON or dealing damage to the Durability of an item. A target may only be affected by 1 source of Temporary HP regardless of the source. If someone starts a thread with Temporary HP from a passive effect, they cannot be affected by a skill that gives them Temporary HP. They may be able to be affected by a Temporary HP effect is if their passive effect reaches zero.

Leftover damage will be dealt to the target's CON or their armor's durability. If someone has 2 Temporary HP remaining and they are hit by an attack that deals 3 HP, it will deal 2 damage to the Temporary HP and 1 damage to the target's CON.

Death Saves
Only applies to Serious Battles. Upon dropping to 0 HP, everything with HP (PCs, NPCs, Pets) will enter into Death Saves. The target that reached 0 HP is considered incapacitated in some fashion (whether unconscious, downed, etc) and cannot take actions. Every round, the downed target will roll the Death Save Dice and must roll above their Max CON. Doing so will result in a Successful Death Save. The user must roll 3 successful Death Saves in order to stay alive.

Every successful series of 3 Successful Death Saves will have the target return with 1 HP and have their Max CON reduced by 4. If they keep getting downed and come back up, if their max CON reaches below 0, the target will die. If the target also fails 3 Death saves, they will also die. These targets cannot be struck by an attack while they are rolling Death Saves.

Kill/Spare/Save
Only applies to Serious Battles. Once combat has finished and you still have enemies that are alive, you have 3 choices: Kill/Spare/Save. You may kill any number of your enemies, you may spare any number of your enemies and you may save any number of your enemies. Kill and Spare are self explanatory, but saving your enemies works differently. You may protect certain enemies from death -- which is basically you trying to talk your allies into not killing specific targets. That can be roleplayed.

Alternatively, you can simply kidnap them. Once you kidnap them, you can't kill them in this manner again unless you place them in this same position again.
SpiritGM
SpiritGM
Admin

Posts : 114
Join date : 2024-01-04

Character sheet
Total EXP (TXP):
Current XPC:
Current Reol:
Updates Page:
Race:
Stats:
StatsScore Score
STRSTR
DEXDEX
CONCON
INTINT
WISWIS
CHACHA
Total RaisesTotal Raises

SP:
SP<b><center>Library Name</center></b>
Library Name
<b><center>Rank</center></b>
Rank
<center><b>1</b></center>
1
Creation of Eragia
5
<center><b>2</b></center>
2
<center><b>3</b></center>
3
<center><b>4</b></center>
4
<center><b>5</b></center>
5

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