
| Battle System; Version 1.0 | |
|---|---|
| Tweet Topic Started: Jun 8 2010, 01:57 PM (179 Views) | |
| God of Terra | Jun 8 2010, 01:57 PM Post #1 |
|
The battle system is probably the biggest selling point of a board and as a result we have spent alot of time designing and tweaking ours. Our system is simple enough so that is accessible for the begineers however it is capable of a lot of depth to keep the members interested for a long time. We expirmented with several different ways of running fights and finally decided on a system which is a simplified and tweaked version of the system used by Nintendo in their seemingly immortal Pokemon series. The basics of the system is that the attacker roleplays out an attack using their fists, any weapon they are wielding, or any supernatural power they have and the force of the attack is governed by their Attack or Sp. Attack stat depending on the attack. During the defender's post, they roleplay out their reaction to this attack. They can choose to Dodge the attack in which case they take no damage or if the attack connects then then the Attack stat is subtracted from the defender's Defense or Sp. Defense stat where appropriate. The sum of this comes out of the Defender's Health(HP). In the Defender's post when they are finished tacking the Damage or Dodging they are capable of launching their own attacks and tries to get the Defender's Health down to zero. Whoever's Health drops down to 0 faints and/or dies and the loses the battle. Simple no? To make it more interesting than just every attack trading hits, each character will have a collection of Skills and Abilities to turn the tide of battle in their favor. Skills are special attacks which you use instead of a basic attack. Their effects can range from boosting your own attack for a single strike or can also do other things like reducing the defender's stats or any other effects. All skills have a cost which must be payed when they are used. Abilities are passive effects which activate when certain criteria are met. Their effects are typically more mild than a Skill's however they cost nothing to activate and their effects stack, making them useful in the long run. When you add in all these elements the battle system becomes quite interesting with every battle being quite different. In the following posts we will explain each of the elements of the system in depth. |
![]() |
|
| God of Terra | Jun 8 2010, 01:58 PM Post #2 |
|
1. The Stats 1.1 - Health - Health is the stat which governs the character's current physical condition. As you take damage in a battle you reduce this pool and when you hit zero(0) health then the battle is considered over under most circumstances. Please keep in mind that health is almost never an excuse to continue fighting. If a head gets chopped off in battle than the character is dead, no other way around it. 1.2 - Energy - Energy is the pool which governs the character's current level of spiritual energy. This stat typically is the pool where the cost from Skills come from. For example, by activating Fireball you may have to pay 3 Energy or so. Some attacks can also damage Energy directly instead of Health. In battle when you hit zero(0) then the battle is considered to be over and your character will pass out from exhaustion. 1.3 - Stamina - Stamina is the pool which governs the character's current physical energy. This stat is a secondary pool where some cost from Skills come from. While Energy is primarily the stat for Sp. Attacks and Sp. Defense, stamina is typically the stat for normal physical Attacks and Defenses. Some attacks can damge Stamina directly instead of Health. Those who hit zero(0) stamina will pass out from exhaustion. 1.4 - Attack and Defense - These two stats are considered to be for physical attacks or any attack which does damage based on physical things like punches and the various weapons that people use to kill each other. The higher you are in Attack the more capable you are at dealing out damage while the higher you are in Defense the more capable you are at resisting damage. 1.5 - Special Attack and Special Defense - These two stats are considered to be for Special Attacks. Special Attacks are basically any attack which does damage according to anything etherial or energy based which could include but are not limited to fireballs, electricity manipulation, and mental attacks. Sp. Attack states your skill at launching out these special attacks while Sp. Defense is the combination of everything dedicated to blocking attacks like reflexes, intelligence, mental strength. |
![]() |
|
| God of Terra | Jun 8 2010, 01:59 PM Post #3 |
|
2. Skills and Abilities 2.1 - Understanding Skills - Skills are any active technique that your character can activate to gain an edge in combat. Skills are typically any special move your character can perform to do something they wouldn't be able to in normal roleplaying. For example, the iaijutsu rush technique allows you to perform an strike which cannot be dodged under the normal circumstances, making it quite a powerful strike. To use a skill in battle first you roleplay out it's effects, subtract the cost from the appropriate stats then activate its effect. The most common effect is to increase damage in which the member adds in the amount in the skill to their Attack or Sp. Attack for that one strike. Skills can also be used to increase the defense of the user for a single defense. These can only be used in response to an attack from an attacker obviously. 2.2 - Understanding Abilities - Abilities are passive bonuses which activate under certain conditions to give your character a bonus. Unlike skills abilities need not just be certain techniques but can be anything else that impacts battle. These can be anything from certain weapons to specialized knowledge or even a trait that your character has learned. Abilties always have conditional effects like "only applies when the character is wielding a sword" or "only applies when the character is battling two or more opponents" or such. Abilities are a must have for any character which can raise your stats higher than their normal limits and change the tide of battle. |
![]() |
|
| God of Terra | Jun 8 2010, 01:59 PM Post #4 |
|
3. The Art of War This is no doubt the most intricate part of the game but we have tried our best to make it simple to you. A lot of this is in depth writing but if you can remember these simple "truths" of our combat system, you can get by without much difficulty. The truths are bolded and on their own followed by their descriptions afterward. Every battle is back and forth, remember to never force your opponent to do something. Every battle is a struggle between two targets so basically it will go back and forth between posts until you reach a conclusion. You will post out what your character(s) do then the opponent will post what their characters will do. So on and so forth until someone's health drops to zero or the battle is stopped from other means. The way to really show your roleplaying skill is to add as much detail to your battle posts as possible. Other roleplayers love to see the detail like their characters thoughts, lots of movement, using taunts as well as talking. It's up to you and your writing skill to really stop your fights from being just flat back and forths. In every battle post your character has up to two(2) actions they can perform This one is a biggie. This basically states that in every post you can perform two combat actions and these actions are Attack, Use a Skill, or Dodge. Attack is self-explanatory it basically means attack with any on hand weapon you have in order to deal damage. You attack using your current Attack stat. Use a Skill basically means pay the cost of a skill that your character owns and activate it's effects. Dodge means get out of the way of an enemy attack and do not take any damage from it. Remember that dodge is a double edged sword as it can be used to avoid high damaging skills but takes up an action and makes it difficult to deal high damage yourself. These three actions can be used in any combination where appropriate. So in a post you can use two Attacks, an Attack and a Skill or a pair of dodges or any other combination of the three. Obviously you can't dodge an attack that wasn't sent out so that is only limited in that sense. Communication is key. Always tell your opponent what your current statistics are. In battle where your health, energy, stamina, and stats are changing from post to post it is good to keep your opponent informed. The typically and easiest way of doing this I feel is to split your post in half by using the hr tag (please note to add in [] on either side of it to make it work) and then posting your current stats underneath it. Also include any active abilities and skills you may be using. You don't need to post them every post but the should be in the thread at least once. Damage calculation should always be done by the defender. The attacker should always post the total amount of attack each of their attacks generate but it is the defender who ultimately decides if they take the hit or not. If you take the hit then simply subtract the attack from your defense and subtract the total from your health. Remember if you use a skill to help defend than subtract the buffed defense from the attack. Also if your defense if higher than the attack than the attacker takes damage instead. For example, if Attacker A hits Defender B with an attack of 8 and the Defender has an defense of 10 then the Attacker takes 2 damage. |
![]() |
|
| 1 user reading this topic (1 Guest and 0 Anonymous) | |
| « Previous Topic · The Unwritten Rules · Next Topic » |
| Track Topic · E-mail Topic |
12:54 PM Jul 11
|
Hosted for free by ZetaBoards · Privacy Policy





12:54 PM Jul 11