SirBlazeALot
The Dank Knight
BASIC MECHANICS
Welcome to the Basic Mechanics Section! In this section, we're gonna cover everything there is to know about how to battle in Fire Emblem The New World. We're gonna talk about the stats that each unit has, what they can do during battle, and how the Number Cruncher determines the numbers it outputs for you to roll for. That's the keyword, I'm gonna show you how it works in this section. Check out the Number Cruncher Thread to download the Number Cruncher and learn how to properly use it. And we've got some other goodies too. It's a lot to take in, but hang in there! You got this! Once you're done here, you can move on over to Advanced Mechanics!
STATS
Alright ladies and gents, check it out. We got two types of stats in the game. You got your Non-Rolling Stats, and then you got your Rolling Stats. Non-Rolling Stats are used to describe a unit’s strengths and weaknesses such as their Attack, and their Defense. Then we got Rolling Stats. As the name might reveal, these are the stats that you'll be rolling dice around.
- Non-Rolling Stats
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Alright guys, there are 6 Non-Rolling Stats.
- Health: How many health points a unit has. Once this reaches 0, the unit will withdraw from combat. Or die. It depends
- Attack: Physical offensive prowess that determines how good a unit is with physical weapons.
- Defense: Physical fortitude against Attack, determines how well they can take damage from physical weapons.
- Magic: Magical offensive prowess that determines how good a unit is with magical weapons.
- Resistance: Magical fortitude against Magic, determines how well they can take damage from magical weapons.
- Movement: Maximum amount of squares on the map grid that a unit can move in one turn.
That would make a growth model of that nature tedious and way too slow paced in the RP. So I designed the Non-Rolling Stat Scale to speed up that whole process. There’s no EXP in The New World, each class will remain at a flat level for the entire game (minus non-promoting classes such as the classes in the Transforming Branch and Musical Branch. They will be made to be tougher when the characters in our army start changing to Second Classes) so that all of our characters and enemies are always be relatively equal in strength.
The scale is simple. There are 5 standard tiers, and through extensive buffing and self improvement you’ll be capable of taking your stats even higher. So let’s take a look at this scale.
- Very Low
- Low
- Average
- High
- Very High
These are your five standard tiers for Relative Stats. The number that corresponds to each tier will be entered into the Number Crunching App for the four Non-Rolling Stats of Attack, Defense, Magic, and Resistance to determine the damage output of an attack!Aight so, that stuff is still true. We still have our 1-5 ranking, but its been scaled up. I did this so there can be some nuance between classes. I'll talk about how the App calculates Damage in the Number Cruncher App's thread.
Health and Movement are a bit different. Health has a concrete value, but it still abides by the scale. It simply climbs the tier in intervals of 20. So Very Low Health is 20/20, while Very High Health would be 100/100. So when a character’s health is raised by one level, it’s raised by 20 Health. Movement works in the same way. It too has a concrete value, except it increases in intervals of 2. So Very Low Movement would be between the range of 1-2 cells, and Very High Movement would be between the range of 9-10 cells.
It’s possible through buffs and personal improvement to go beyond the 5 tier scale and that’s fine. For instance, if one of your characters has Very High Attack, and they get a buff that raises their attack by one level up the scale, they'll be at a level 6 instead of a level 5. If they get buffed to that level again, then they'll hit a level 7, so on and so forth.
- Rolling Stats
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A Rolling Stat is essentially a value that you must roll a die for when attacking an opponent. Each die you roll will have 100 faces because this game is based on percentages just like Fire Emblem is. Rolling Stats will dictate the outcome of the attack. That is to say, whether or not an attack lands or if it’s a critical attack, or if your buddy will help you out with an attack. So on and so forth.
Now there are two types of Rolling Stats. Defensive Rollers and Attack Rollers. A Defensive Roller counteracts an Attack Roller by subtracting its value from the Attack Roller’s value. You will primarily enter Attack Rolling values into the Attacker section of the Number Crunching App and Defensive Rollers will go into the Defender’s section. The only exception to this rule is the EVA Roller, but we’ll get to that in just a second.
Each Roller has a base value that every unit inherently possesses. Let's take a look at each of the 6 Rollers in the game.
Attack Rollers
- Accuracy (ACC): This value dictates whether or not the attack will actually hit the opponent. You will always roll for Accuracy when you're attacking.
- Base Value: 100%
- Critical (CRIT): This value dictates whether or not the character executed a critical attack. You will always roll for Critical when you're attacking under normal circumstances, and make sure you roll a die for every attack if your character has the chance to double attack. More on that later. Critical Attacks do not miss no matter what you rolled for their accuracy. Most physical weapons and magic do double the damage when they execute a critical attack. The only exceptions are Bows, Hidden Weapons, and Gauntlets, which do triple damage.
- Base Value: 10%
- Assistance (ASS): Yes I named it that on purpose. This roller dictates whether or not a partner can help you attack the same foe. You will only roll for this when the Attacker has a partner, and the damage inflicted by your partner will be divided in half. An ASS can only happen once per attack.
- Base Value: 0%
- Evasion (EVA): Counteracts ACC, you will never roll a die for Evasion, it is simply subtracted from the total ACC value. But it is an extremely important Roller and works as both an Attack Roller and Defense Roller. If the Attacker’s EVA is 10 higher than the Defender’s EVA, they’ll be capable of attacking the Defender twice.
- Base Value: 30%
- Luck (LUCK): Counteracts CRIT, you will never roll for LUCK it is simply subtracted from the total CRIT value.
- Base Value: 5%
- Block (BLOK): Dictates whether a partner will deflect an incoming attack, nullifying the Damage completely. Unlike the other defensive rollers, BLOK must be rolled for as well. You will only roll for this when the Defender has a partner. A BLOK can only happen once per attack.
- Base Value: 0%
To give you a solid picture of how rollers work, let's use an example. Lets say an Attacker's total ACC value is 125%, and the Defender's total EVA value is 55%. Simply subtract 55 from 125 to get 70. That means the attacker has a 70% chance of hitting their opponent. Great! So if the die you roll for Accuracy lands on 70 or under, then congratulations, you've hit a guy in the face But if it's 71 or over, better luck next time, the guy dodged the attack.
Attack Rollers and Defensive Rollers each have a Duo Roller, which can only be used when partnered up with someone. These are your ASS and BLOK values. You can read much more about Partnering Up in the Advanced Mechanics thread, but I'll give you a quick rundown here. Whenever you’re standing next to an allied unit, you’re considered to be partnered up. The ASS value is the chance that your partner will help you out and attack the dude you’re attacking, so this value is entered in the Attacker’s section of the app. The BLOK value is the chance that your partner will deflect an incoming attack, and that’s entered in the Defender’s section of the app.
- Accuracy (ACC): This value dictates whether or not the attack will actually hit the opponent. You will always roll for Accuracy when you're attacking.
BATTLES
Alright, now that we understand the stats behind fighting, let's talk fighting. We'll walk through this in a series of steps. The most crucial thing to remember in battle are your Actions. Each player gets to take at least one action per turn. Some actions will end your character's turn, others won't. You can find this information in the Actions tab, which is conveniently only a few tabs away. But lets not get into specifics just yet. Lets talk about what the fuck a turn is and what the fuck a phase is.
A phase is the point in time in which one side can complete actions. Every battle will have at least two phases: The Player Phase, and The Enemy Phase. During The Player Phase, all of the allied units belonging to us, the players, are allowed to complete their actions. When a character completes an action, their turn will end, unless it's one of the few actions one can take that won't. When all of the allied characters have used their turn, then the battle will shift to The Enemy Phase.
Step 1: Roll 'Dem Dice, Cuh
Alright, you wanna attack a guy. So before you make a post in the Main Chat to attack said guy, the first thing you should do is communicate with the other players. Don't go all Rambo and try to take everyone on by yourself! Coordinate your movements with the team. Once you've done that, simply move your character into range to attack the guy. Open up the Number Cruncher, and use the Current Battle thread in the OOC section to get an image of the map and the status of all enemy and allied units. Using your values and the enemy values in there, enter that shit into the Number Cruncher and crunch them numbers. Then copy and paste your results into the Dice Log and post them. Next, use the Dice Roller to roll your shit for everyone to see. We'll chat about the specifics of the Number Cruncher App and the Dice Rolling Site in the Number Cruncher Thread.
Now, rolling dice is mostly used when attacking guys. But, there are some dice related skills that don't require you to attack a guy to activate them! So make sure that you roll for those if your character has one of them. They're easy to forget, especially when you don't end up attacking anyone at all, so be mindful! You can learn more about Skills in the Advanced Mechanics Thread.
Step 2: Write Dat Post, Cuh
Now that you've gotten the results of your character's attack, you can write the post! Yay~! Using those results, just write about how your character attacked the guy and landed a sick critical hit, and then made a witty quip. Or write about how they missed and fell on their face. You're free to interpret the results and why they turned out that way however you please. Get creative! Just remember the golden rule: THE DIE IS LAW. If the die says the character missed, they missed. Don't try to fudge your way around that. And of course, don't forget to write about any Skills they may have used too, especially noncombat related ones. This is the funnest part, so...ya know have some fuckin' fun with it.
There's one more thing you should consider, and it's really important. Item drops! If an item is written in green text in your enemy's inventory, and your character defeats them, then congratulations, you're now the proud owner of that item. AND THAT ITEM ONLY. Always make sure that's mentioned in your post as well, because it's easy to forget!
Step 3: Battle Summary
I bet you just finished writing a fucking awesome post! Congratulations! But hold on there champ, you're missing something! Your Battle Summary! Your Battle Summary is a brief recounting of what your character did in battle. It is crucial to always include a Battle Summary in every post after your player completes their actions, so that looking at a glance, the GM can alter the Current Battle page according to your moves as soon as possible. It is also handy to keep track of what's going down in the battle, and if many posts occur while I am unable to alter the Current Battle page, it will be easy for me to catch up, and for your fellow players to see the changes that aren't yet reflected. If you can't tell, I feel very strongly about this shit So there's gonna be a whole tab coming up next about how to write a proper Battle Summary! But let's finish up here first.
Step 4: The Enemy Strikes Back
Once all the allied characters have taken their turns, The Player Phase will be over, and it'll be The Enemy Phase's turn to attack! Now theoretically, the Enemy Turn operates the same way as the player turn, except, each enemy unit won't be getting their own post. I know I know, you're just itching to hear F1's thoughts, hopes, and dreams. Instead, I'll post a long ass Battle Summary for the enemy, and tag all the relevant people. Then, when it comes time for The Player Phase, you can write your character reacting to the results of The Enemy Phase before getting on with your post. Just like in Step 2, get creative!
On some occasions, Enemy characters will get a post, but that's generally only if they have a name and some purpose in the story, such as a Boss character, or another player controlled Enemy character. If you're controlling an Enemy character, then obviously you've gotta post during their phase, and do the same shit you normally would with any other character. When you guys get real good with the system, if you wanna take the reigns on controlling the whole enemy army, you'll be allowed to do so, with some guidance from myself the first time.
Step 5: Repeat
And we'll repeat this process 5ever until the battle is over.
BATTLE SUMMARY
Okie dokie. So as you learned in the last tab, once you've made your post, you gotta finish it by writing a Battle Summary. A Battle Summary will report in shorthand the actions that the character took. When posting, your post MUST include this information. So every post you make for every character should look something like this example:
Character Name
Location: Up Yo Butt
Post Post Post Post
[Character moves to C1]
[Character attacks T1 and does 50 damage!]
[Character obtained Iron Sword!]
[Character uses vulnerary!]
[Character uses Some Skill!]
[Character has recovered from Poison!]
[Character bought an Iron Lance]
@tag all @relevant players
You see all that gold shit in the brackets? That's what a Battle Summary should look like, brief, in brackets, and each detail separated into it's own line. Don't put in paragraph form. If you like, you can throw it behind a spoiler!
Though it's impossible to do all the actions I listed here in one turn, I provided them as examples of some things you'll have to put in your Battle Summary. Pay special attention to the one referencing the attacking part, notice how you should report the damage as well. Now clearly, I can't list everything you should possibly put in your Battle Summary. But I trust you to have the judgment to include all pertinent information.
ACTIONS
During your characters' turn, they will be allowed to complete an action. Generally, once a character completes an action, their turn will end, but there are some actions that won't always end a unit's turn. Coordinate your actions with the other players for maximum strategic efficiency, and always list the action you took in your Battle Summary! Here's a list of actions a unit can complete.
- Moving: Transfer your character from one square on the grid map to another. Pretty basic, right? Simply moving will not end your turn.
- Waiting: The unit does nothing and their turn will end. So pretty much if you just wanna move somewhere, you would move there and Wait there.
- Using an Active Skill: The unit uses an Active Skill and their turn will end. You'll learn more about Active Skills in the Skills tab of this thread.
- Trading: The unit trades an item with another unit, but their turn will not end. When trading, it isn't always necessary to receive something in return.
- Using an Item: The unit uses an item in their inventory, and their turn will end.
- Equipping a Weapon: The unit equips a weapon in their inventory. Their turn will not end after equipping a weapon.
- Visiting: The unit visits a shop, village, or arena and their turn will end. However, before the end of their turn, they will have access to their inventory to use an item or equip a weapon.
- Attacking: The unit attacks an enemy! After attacking, a unit's turn will end.
- Befriending: The unit talks to an enemy unit or a green unit and gets them to defect to the squad, and their turn will end.
- Boarding the War Carriage: A unit boards the War Carriage and their turn is over. In order to do so, they must be next to the War Carriage, and the War Carriage must have room for the unit.
- Leaving the War Carriage: Simply act as if your unit is standing on the War Carriage's cell and move them from there.
- Rescuing: This is a special basic skill for Mounted Units. It allows them to put an infantry unit on their back and protect them from harm. It works a lot like an active skill. You can't do it and move, you have to move and then do it. Rescuing someone will end your turn.
- Boarding: An infantry unit can board any unit with the Rescue skill (i.e., mounted units). Boarding must be done from an adjacent cell. The character's turn will end once they've boarded. While riding on the mount, they may use items on themselves and their rider, use staves on nearby allies, and units with ranged weaponry can offer up a chance to assist when their rider is attacking. When the passenger wishes to dismount, they must do so in an adjacent call, and their turn will end when they do.
- Capturing: An Infantry Unit uses their basic skill Capture and the Ropes or Chains item to bind an opponent. Their turn will end after taking this action.
- Surrender: Any unit can surrender to an enemy at any time. It may seem like a cop out, but surrendering is a good way not to get yourself killed. Granted, you shouldn't expect much from surrendering to man eating spider.
- Moving: Transfer your character from one square on the grid map to another. Pretty basic, right? Simply moving will not end your turn.
MOVEMENT, RANGE, & TERRAINAlrighty, so we're getting into a little bit of advanced territory, but I think this counts as a relatively basic thing, you feel me? So check it out y'all. We've been talking about doing all this shit on a map, especially attacking folks. Where's this map you speak of? The map for every battle can be found in the Current Battle thread over in the Roleplay Area. But for our purposes, I've got a dummy map to use as an example of what the hell I'm talkin' about.
- Movement
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Units move via cells. A cell is one of the little squares I've been mentioning on the grid of the map. Each cell has a name based off of its x and y value. For instance, the enemy unit L1 is standing in F7. So whenever you're moving a unit, make sure that you note in your Battle Summary which cell they're standing on so that I can move them there on the map, and take a screen shot!
Each unit has a movement value, which determines how many cells they can travel in one turn. They can move in any of the four cardinal directions, but they can't move diagonally. A unit's movement value does NOT count the cell they're already standing on. Lets say the red unit M1 on the cell D11 has a Movement value of 5 cells. That means the furthest they can move northbound is to cell D6.
A unit can only pass through a cell occupied by another unit if the other unit is on their team. If they aren't, then the enemy unit will act as a wall. However, blue units can pass through green units and vice versa. That's the only exception. Red can't pass through purple just because they're both enemies, because Purple is everyone's enemy. We'll talk about that more when we talking about Alignment Colors in the Advanced Mechanics section.
And last but not least, two units cannot share a cell. A unit can however be Rescued by a Mounted Unit, in which case the unit's sprite will disappear from the map. And technically the Rescued unit will be kickin' it on the same cell as their Mounted Rescuer.
- Range
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Range determines how far away a weapon can be used. Generally speaking, all weapon types have a set range. But there are some exceptions that you'll find in Ava's Item Diary in the Items thread. There's also a few Attributes in the Advanced Mechanics thread that can alter a weapon type's standard range. But for now, to keep things simple, we're gonna talk about the range of each weapon type speaking generally.
Swords, Lances, Axes, Gauntlets, Beaststones and Avianstones can only be used against enemies in an adjacent cell. They gotta be standing right next to your ass.
Hidden Weapons, Anima, Dark, Light, and Dragonstones can be used from an adjacent cell OR from one cell away. This includes a diagonal cell. For instance, if the unit A1 wanted wanted to attack a unit standing in the cell C8, that'd be legal.
Bows MUST be used from one cell away, they cannot be used on an opponent standing directly next to the wielder.
Staves have some extreme variation for Range, so you're just gonna wanna check that out on a case by case basis, and make a note of it when we get to making character profiles.
- Terrain
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Last but not least, we've got Terrain. Some cells have different Terrain types that will affect your unit's movement, and sometimes your Rolling Stats. It's pretty simple. Terrain will always be noted by a graphic on the map, for instance, you can see some water there, and the only units standing upon it are Gryphon Riders. You need not concern yourself with keeping up with the Terrain for combat purposes, the App will take care of it for you. But you should always take into consideration how Terrain can impede movement. So lets get to some Terrain types :3
- Forest: +15% EVA
- Water: Only Fliers can chill on cells of this Terrain, for obvious reasons.
- Wall: Only Fliers can chill on cells with this terrain.
- Mountain: +15% EVA. Only Fliers and foot soldiers can stand on this terrain. Foot soldiers standing on mountain cells will have their movement reduced to 2 cells unless they have a skill to negate this effect.
- Villages: Villages can only be stepped on on their entrance cell unless you're a Flier.
- Forts: Teeny tiny little forts that not only provide 15% EVA, but also heal units standing on them for 10 HP each turn, and they also decrease damage by just lil bit.
- Fortress Walls: Fucking nobody can stand on cells with this terrain because it wouldn't make sense, it's the wall of a fortress or castle, you can't stand on a wall, you can't fly through a wall. You'd have to enter through an actual entrance to the castle and or fortress.
Ok so the Number Cruncher App is going to handle calculating how much damage an attack will do. However, I think it's still beneficial to understand how exactly damage is calculate so that you understand how to improve how damage you're doing. Some of the elements in this, we haven't covered yet, but we will in Advanced Mechanics which you'll be heading to once you're done here. But this whole thing kind of plays into the theme of explaining how the numbers behind the app are being calculated, so I'm puttin' it here.
DAMAGE CALCULATION
- The first thing I'm lookin' at is the Non-Rolling Stats. Very Low is 1-4, Very High is 16-20, right? So when a unit attacks something, the victim's Defense or Resistance is subtracted from the attacker's Attack or Magic respectively. That number is then multiplied by 5.
- The second thing I'm looking at is what kind of weapon is being used to attack. Swords and Light Magic get a +1 attack/magic bonus. Lances and Anima get a +2 attack/magic bonus. Axes and Dark get a +4 attack/magic bonus. You can find more information about that shit in Advanced Mechanics.
- The third thing I'm looking at is what Rank the weapon is. Rank D weapons get a +1 attack/magic bonus. Rank C gets +2. Rank B gets +3. Rank A gets +4. You can find more information about that shit in Advanced Mechanics.
- The fourth thing would be any inherent weaknesses being exploited by the weapon by manipulating Attributes. You can find more information about that shit in the Advanced Mechanics.
- Once the total damage is calculated, the amount will be subtracted from the character's health. And that's the whole shabang! And as you guys know, enemy damage inflicted upon player characters will be divided in half because I love you
- The first thing I'm lookin' at is the Non-Rolling Stats. Very Low is 1-4, Very High is 16-20, right? So when a unit attacks something, the victim's Defense or Resistance is subtracted from the attacker's Attack or Magic respectively. That number is then multiplied by 5.
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