Combat Guideline
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Combat Guideline
This combat guide details all the actions able to be taken in a combat roleplay. This guide is seperated into three seperate guides, for each category of combat. (Melee, Ranged, and Magic).
- Melee Combat:
In order to utilize melee combat, you must type "/meleeroll <skill> <type>"
The skills used are: Blade, Blunt, and Unarmed, all of which use the Melee Accuracy attribute in order to utilize. Having a higher melee accuracy makes these rolls more likely to be successful.
The skills used to counter these (which would be /rpgroll) are Block(Endurance), Parry(Melee Accuracy), and Dodge (Dexterity). Unless a character rolls a critical hit (5 and below), then these skills, when successful, will always dodge an attack. It is required to have equipment that can be utilized in the aspects.
Upon a successful Block, the attack is unsuccessful, and nothing else happens.
Upon a successful Parry, the attack is unsuccessful, and the user can make make a free quick attack in response, regardless of turn order. Though failing this quick attack will result the defender harming themselves in the process.
Upon a successful Dodge, the character moves out of danger.
There are multiple actions a character can take in melee combat.
A standard action is used for a single attack, and has a +25 modifier when used.
A charged attack is used when a character charges their attack for a full turn, and are required to attack on their next turn, giving a +50 modifier when used.
A quick attack is used for a double attack, and has a +10 modifier when used.
A lightning attack is used for a triple attack, and has a -15 modifier when used.
Whenever using a quick attack or lightning attack, all three melee attempts must be rolled at the same time, using the same category. When a character is charging an attack, they must announce they are charging for an attack, and if they are interrupted before their next /me, then they lose the benefit of a charged attack.
It should be noted that a charged attack does not deal increased damage, merely increases the chances of an attack being successful by using overwhelming force.
- Ranged Combat:
In order to utilize ranged combat you must type /rangeroll <skill> <range>
Ranged combat utilizes the skills Ranged & Thrown. Both of these uses ranged accuracy.
The skills used to counter this would be block and dodge, which are described above.
The different ranges are listed below.
Point Blank offers a +35 modifier, and should be used when a target is within 5 meters of your character.
Short offers a +15 modifier, and should be used when a target is within 30 meters of your character.
Long offers a -15 modifier, and should be used when a target is within 100 meters of your character.
Extreme offers a -35 modifier, and should be used when a target is further than 100 meters of your character.
- Magic:
All magic is utilized by spell books, and a character is required to have a spell book on them to be able to use the spells. Otherwise, they are unable to cast any form of magic. (As free-form magic is against the rules, the only exception being demi-gods being able to use free-form magic)
Magic primarily gains modifiers from other spells that can enhance one's ability, or through the usage of artifacts. These artifacts and spells are listed on their retrospective pages (Artifacts & The Master Spellbook).
However, someone who is experienced with magic is able to charge a spell, in order to give it a better chance at success. There are two tiers of charged effects. If a mage wishes to charge a spell, they must clearly state in their /me that they are charging a spell, and must specify which spell is being charged. It takes a full turn to charge a spell.
Tier 1 charge: Adds a +10 modifier to their attempt, after using a full turn to charge a spell.
Tier 2 charge: Adds a +25 modifier to their attempt, after using 2 full turns to charge a spell.
When a spell is charged, it offers no additional damage, simply making the spell easier to utilize. If you are attacked or otherwise interrupted, the spell is no longer charged, and cannot must be started from the beginning in order to charge a spell.
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