Battle System Rules
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Battle System Rules
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:
The user may have the following as their inventory. The user is required to state, in their Updates, what is equipped in their Inventory:
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. |
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Character sheet
Total EXP (TXP):
Current XPC:
Current Reol:
Updates Page:
Race:
Stats:Stats Score STR DEX CON INT WIS CHA Total Raises
SP:SP Library Name Rank 1 Creation of Eragia 5 2 3 4 5
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