Le Coral RPG
Would you like to react to this message? Create an account in a few clicks or log in to continue.


An 18+ adult forum, that allows you access to the 18+ adult Chatroom Roleplaying game Le Coral
 
HomeLatest imagesSearchRegisterLog in

 

 Battle Information

Go down 
AuthorMessage
Semjax
Admin
Semjax


Posts : 100
Join date : 2011-04-20

Battle Information Empty
PostSubject: Battle Information   Battle Information Icon_minitimeFri Apr 22, 2011 6:09 pm

Alright well time to write down this battle system. It's a bit different from most battle systems you guys have used but it shouldn't be too hard to pick up, it's actually pretty simple. So lets get this explanation started.

Turn order
Turn order is used to determine how fast you react to the start of battle. generally it is done by DEX order. The higher your DEX the earlier in the turn order you are. However this is not a steadfast rule. As even the person with the highest DEX could be last if they were in a bad situation when the fight started.

Offense and Defense
Ok heads up, this is the part where things get a little bit tricky, though just take the time and listen and it'll be smooth sailing.

Offense
Alright well on offense the first thing you have to do is decide on what you're going to attack with. The weapon you use will determine your base attack power in the form of a %

For instance if you used a long sword it might say 90% POW damage. This means that the base damage from the weapon is 90% of your pow stat.

It is worth noting that if you are unarmed the default is 50%. Also of note, that if you use a POW based weapon while using a KNW based ability you are considered unarmed as well.

So then the next step is to roll to hit your target. This part is actually kind of easy you simply roll you weapon proficiency skill for the weapon you're using + any modifiers or advanced proficiencies that apply tot he weapon you're using.

If you do hit the next part potential damage, which isn't too confusing. It's simply adding up the Base damage % with any %s from abilities or bonuses. So lets say the person with the long sword uses 'Great Fire slash' which is +20% fire damage and +10% normal damage.

The damage potential would then be 100% normal and 20% fire, and let's say they had 30 POW that would be 30Normal and 6Fire.

Defense
Alright when on defense the first order of business is dodging the attack. This is a little bit more tricky than in normal RPs because you don't just have one dodge. Your dodge roll is based on what you're doing. If you are say swimming you would not roll your evade skill, you'd roll your swimming skill. Climbing and Flying are other examples of this as well.

It is worth noting though that when dodging you always use DEX as the base state, even if the skill originally uses something else.

If you get higher than your opponent's to hit roll, then you of course dodge, now if you get hit you take damage, and here is how that's done.

Your opponent calculates their potential damage, and tells it to you, and then it has to be modified by your defenses. (The defense section) These defenses are modified by armors and skills and are very important for you to keep track of.

So using the longsword 'Great Fire Slash' before we'll calculate the final damage with a person that has 100% Fire damamge and 80% normal damage.

So to combat teh normal POW based damage you use Physical defense(for most knowledge based attacks you use Energy defense). This person's physical defense is 80% that means they only take 80% out of 100% and their fire resistance is 100% so that means they take 100% damage from fire. So in the end it'll look like this.

30*0.80[80%]=24physical damage
6*1.00[100%]=6 fire damage

So in the end you take 24+6 damage so that would be 30 damage to your HP.

Status Effects
Status effects work a little differently here than in most RPs. Instead of doing a % roll, they have a DC and the person being afflicted with the status has to roll their proper resistance to see if they resist the status effect. If they resist nothing happens, if they fail they are afflicted, and they have to carry the status until it's next check period, where they're allowed to try and resist again. Again though it's pretty simple, just different.
Back to top Go down
http://lecoral.freeforums.biz
 
Battle Information
Back to top 
Page 1 of 1
 Similar topics
-
» Job Information
» Sector One Information
» Sector Two Information
» Sector Three Information
» Skill Information

Permissions in this forum:You cannot reply to topics in this forum
Le Coral RPG :: Game Information :: Game Information-
Jump to: