Post by Admin on Sept 20, 2013 2:38:21 GMT
Combat System
Here in Woodfall Rises, we utilize a realistically dynamic combat system that allows users to be as creative and crafty as possible, while ensuring that there is no foul play.
The two main things to keep track of with your character:THE RESOURCE POINTS
Heart Points (HP):
These are hearts, most characters start with three. Every Heart has four quarters, each that count as a Heart Point. So in reality, three Hearts would give someone twelve heart points. Each monster does a preset amount of damage, which can be seen in the Bestiary. When one's HP is depleted completely, they are simply knocked out and may regain consciousness if helped by an ally or are recovered via starting a new thread.
All Level 0 Weapons (which most start with) and unarmed attacks do a quarter Heart of damage (or one HP) per hit.
Level 1 Weapons do half a Heart of damage per hit.
Level 2 Weapons do a full Heart of damage per hit.
Level 3 Weapons do two Hearts of damage per hit.
OR
They can continue to do one Heart of damage and be imbued with a special magic.
+ ~magic~
Magic Points (MP):
This is mana, most characters start with three. They are no fractions of Mana, every Magic Point is one Mana. You either have a full Mana or you don't. Casting spells and using certain skills and abilities use up Mana.STATUS EFFECTS
- Sleep: An uncontrollable urge to fall asleep or lose consciousness. These effects are usually induced by some kind of magic or an effect of a powerful substance. Sleep lasts for three rounds where the affected cannot act. Whenever the affected individual takes damage, they are awoken from the sleep effect and can act once again.
- Paralysis: A sudden stiffening of the body and inability to move properly. These effects are usually induced by a kind of magic, poison, or fear taken hold. Paralysis lasts for one round where the affected cannot act. After one round they regain the ability to act.
- Petrification: An overwhelming, sometimes magical, compulsion to not move as if caught in a trance. These effects are highly magical in properties, but some attacks or substances can cause it as well. Petrification lasts for three rounds where the affected cannot act, they are catatonic while this lasts. This effect cannot be broken by mundane means, and must be dispelled by magical means or a powerful concoction.
[li]Silence: A contraction of the throat that prevents the person from speaking, particularly potent for spellcasters. These effects are often a magical effect in itself, but can be a supernatural effect that’s natural to a particular feature. Silence lasts for one round where the affected cannot speak and cannot use magical spells, magical items without vocal activation is exempt. Silence requires magical means to remove the effect.[/li]
[li]Poison: A substance runs through the blood that wracks the body with pain and slowly destroys it from within. This effect is highly diverse in that it can be magical or mundane in origin. Poison lasts for five rounds where the afflicted takes one quarter heart of damage per turn. Poison require the afflicted’s system to be purged to eliminate the toxin. The only timely manner that this can be done is through magical means or a potent anti-toxin.[/li]
[li]Burning: Fire sears the flesh leaving terrible burns and small flames behind that continue to burn. This effect comes from strong fires, both magical and mundane in origin. Burn lasts for three rounds where the afflicted takes one half heart of damage per turn. Burn can be quenched with magic or potions, however submerging the area in water will douse the flames.[/li]
[li]Freezing: Thick layers of ice prevent movement and torment with its freezing chill. This effect comes from powerful ice magic due to mundane cold being unable to freeze so quickly. Freeze lasts for three rounds in which the afflicted is immobilized in a block of ice and takes one heart of damage. While within the ice the afflicted cannot be attacked without breaking the ice. Freeze can be melted with magic effects, but potions cannot assist after they are incased. Shattering the ice is a possibility but puts the one trapped within at risk.[/li]
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Special Techniques
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Now, while physical attacks delete HP and magic depletes MP, there is a third way to attack. That is Special Techniques. Techniques are made up and written out entirely by the RPer for their character. Techniques can be any move that you concoct, as long as it's something your character can realistically and physically pull off.
Should your character be magically imbued by attribute, element, or race, they may add that quality to their technique.
For example, if a Twili character were to have a special sword technique. Perhaps her sword becomes imbued with darkness when she attacks?
Rather than use up MP, techniques work in a rechargeable manner. Being able to be used from every other post to every 10 posts that your character makes. All characters may start with one.
It's up to you to uses your best judgement and keep the recharge rate fair. Remember, staff is watching.
Should your character be magically imbued by attribute, element, or race, they may add that quality to their technique.
For example, if a Twili character were to have a special sword technique. Perhaps her sword becomes imbued with darkness when she attacks?
Rather than use up MP, techniques work in a rechargeable manner. Being able to be used from every other post to every 10 posts that your character makes. All characters may start with one.
It's up to you to uses your best judgement and keep the recharge rate fair. Remember, staff is watching.
THE ATTRIBUTES
While we have no solid stats, per se, there are four basic aspects of combat that every character can have have as their relative specialty. These are called attributes.
Strength (ATK): The offensive ability of your physical attacks. How well a character is able to strike a target and how hard they can hit for. This attribute is affected by Weapon Level and Special Attack Ranking. Those who decide to become well-versed in this attribute start off with the FRENZY skill and are permitted one of the following...
- Level 1 Weapon
- Additional Quarter Heart of Damage on Physical Attacks
- Additional Use of Attribute Skill per Thread
Constitution (DEF): One's physical resilience and ability to take damage. How well a character can keep themselves standing in a fight. The higher a character's Constitution, the more damage they are capable of resisting. Those who are well-versed in Defense start off with the PARRY skill and are permitted one of the following...
- Additional Heart Point
- Negate One Status Ailment per Thread
- Additional Use of Attribute Skill per Thread
Wisdom (MAG): One's complete magical ability. This is a character's knowledge, ability, skill, and potential with the arcane forces. The higher are character's Wisdom, the more powerful their spells and the better they are at absorbing spell damage. Those well-versed in Wisdom start off with the CASTER skill and are permitted one of the following...
- Additional Magic Point
- Passively Regain One Magic Point Every Three Posts
- Gain One Additional Spell
Dexterity (SPD): The skill of a character with their own body. How well character can aim, dodge, and maneuver. The higher a character's Dexterity, the more proficient they are at dodging and connecting attacks. Those well versed in Dexterity start off with the CRITICAL and DODGE skill.
- May Make An Additional Action Without Restriction Once Every Three Posts
- Avoid One Room in a Dungeon
- Additional Use of One Attribute Skill per Thread
COMBAT WORKS
Combat is open-ended in how the character acts. The manner of how a person acts is left up to the RPer. Every character is allowed two “Actions” per post. If an RPer performs two of the same “Actions”, ie. Attacks Twice, they can only perform one “Action” on their next post.
Actions-
- A physical attack – Any sort of action that is intended to deplete the opponent of Heart Points.
- A spell – Casting of any spell.
- A special technique – Use of a character’s special technique. If the character’s special technique is a form of physical attack then this counts as a physical attack action.
- Dodging – Actively avoiding any action sent your way counts. Certain actions cannot be dodged with only an action such as area of effect abilities. Dodging can only be performed two posts in a row before waiting one post to dodge again.
- Item Use – Retrieving an item from your person and using it.
- Skills and Abilities – Using one’s skills gained from their Attribute.
Special Case: Certain weapons and equipment change one’s amount of actions per turn or how their actions work.
- Dual Wielding Weapons – Utilizing a weapon in each hand grants the wielder two attacks per Attack Action as each weapon attacks
- Shields – Shields have their own action they can utilize to either block an oncoming attack or attack as a separate weapon. They can only block two posts in a row before waiting one post to block again.
Heavy Equipment is a type of equipment that is just that, it's heavy. They weigh the wearer down and reduces their mobility. The more the user has the less they'll be able to move. One pieces makes the 'Dodge' Action require two actions. Two pieces reduces the user's actions to one per post. Three pieces cannot be worn at the same time without assistance.
There are items and traits that reduce the strain of heavy equipment on the user. Utilize these to gain back your actions. Strength and Constitution Attributes have traits that allow for more heavy equipment. You can also receive items to help like the Silver Gauntlets in Ocarina of Time or the Power Bracelets in Wind Waker.
While this outline covers how actions work in each person’s post, it isn’t all inclusion to all possible outcomes. Simply because someone makes an attack action doesn’t mean the opponent will take damage. Positioning, utilizing ones environment, other elements not expressed by a cut-and-dry combat system are the magic to roleplaying.
For basic mobs and monsters, the player allowed to automatically hit the enemy. For NPC's and other players, the player must leave the damage taken to staff or the other player, respectively.
Ahem. Which brings us to...
THE PvP/PvNPC RULES!
-YOU WILL GIVE A PERSON AN OPPORTUNITY TO RESPOND TO ANY MAGIC, SKILL, ABILITY, OR ANY OTHER ATTACK YOU USE ON THEM WHEN YOU POST. THE DAMAGE RESPONSE IS UP TO THEM, END OF STORY. YOU MAY NOT DICTATE HOW ANY OTHER PLAYER OR NPC IS HIT. ( i.e - "Zelda uses Thunder on Ganon, sending Thunder crashing down at him. Destroying the entire area around the mouse king and hopefully destroying him as well." ) Do you see how Zelda left the DAMAGE RESPONSE OF THUNDER UP TO GANON THIS IS GOOD AND HOW MAGIC OR ANY ATTACK PHYSICAL OR MAGICAL SHOULD BE DONE!
-YOU CANNOT avoid every attack, ability, or spell that is thrown your way, ALL of the time unless you are MUCH more powerful than your opponent. This is IMPOSSIBLE make sure to be realistic. FOR EXAMPLE: If you are in a small area when fighting, you PROBABLY WON'T AVOID ALL OF MIDO's ATTACKS. HE IS SMALL, FAST, STRONG, AND SMART. I'm just using him as an example. If another roleplayer and you are fighting, BE REALISTIC. IF ONE CHARACTER IS STRONGER THAT'S THE WAY IT IS. GET A PARTY OF PEOPLE TO TAKE THE OTHER RPER DOWN IF YOU REALLY WANT TO! If you are cornered you definitely will get hit. If you are distracted or get snuck up on you will definitely get hit. If you use the wrong spell or ability to counter or block another spell or ability, you will definitely get hit. Those who are unrealistic about their damage intake will have their HP edited by staff. Be fair guys~![/blockquote]
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