SirBlazeALot
Seven Thousand Club
BASIC MECHANICS
Welcome to the Basic Mechanics thread and the beginning of your quest to understand the Gameplay Mechanics of Fire Emblem Divide. In this section, we're gonna cover everything there is to know about how to roleplay and battle in Fire Emblem Divide. We're gonna talk about my role in the RP, the stats that each unit has, the kinda shit 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. Later on I will show you how 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 champ!Once you're done here, you can move on over to Advanced Mechanics.
Click here to return to the Table of Contents.
- Game Masters
- Roleplay Areas
- Blazed Advice
- Stats
- Battles
- Battle Summary
- Actions
- Movement, Range, & Terrain
- Damage Calculation
Game Master Blaze
I'm lucky enough to have a job that allows me to melt my face off in front of a computer pretty much every fucking day. Aside from writing, in my off time I enjoy making music, doing hallucinogenic drugs, and viewing tentacle hentai. If you have Steam or a 3DS, hit me up for my Steam username or my friend code. I would be happy to do heist with you in GTAV on PC or get my ass whooped by you in a Pokemon battle.
I discovered RPN about three years ago now. I came here to join a Fire Emblem RP, found that they kept dying, and so I made my own. Which ended up dying! I then went on to hone my skills as a GM in several other RPs, all of which are now unfortunately dead aside from Fire Emblem The New World, the RP where this system originated. But, three of my most successful RPs lasted for over a year and they were a blast while they lasted. I've become geekily passionate about GMing for RPs, and I want nothing more than to give you guys something fun to do to distract yourselves from the monotony of your miserable lives.
I vow to do my best to show you guys a good and fair time.I won't be participating in this RP directly with characters.At most,I will control monsters on the map should they ever appear. I'll be creating maps, moving your units for you, keeping track of where traps are placed, creating scenarios for battles, helping you guys create your characters, and making sure no fuckery is afoot. I will not be giving advice or assistance to any of the teams.I'm simply here to watch and direct and occasionally harass all of you with monsters.This is your RP just as much as it is mine, so don't be afraid to approach me if you're experiencing difficulties of any kind or have some suggestions.
I've decided to get just a little bit more hands on in the RP, as I believe that one of Chapter 1's flaws was a lack of direction on my part as a GM. I kinda just dumped you guys into the RP and expected you all to play proactively and to confidently fill in whatever blanks I left open with your own lore and whatnot. That didn't pan out too well, especially for Side Quests, which I'm pushing hard for. I won't be playing as a regular team member of either side, but I'll instead be playing as important NPCs that I'll use to set up Side Quests, and to occasionally serve as bosses in the Main Thread.
My hope for this RP is that it will eventually become one of RPN's Hosted Projects. I was told by RPN's mods that in order to have an RP become a Hosted Project, we've gotta prove that Fire Emblem Divide requires the utilities for a Hosted Project and that there must be an active group of players participating. So be active! When the time comes, I'll be looking for other people to appoint to GMs should I ever become too busy to do my job. After all, there's a lot of tentacle hentai out there! But we'll cross that bridge when we come to it.
If you take away nothing else from this, please keep this in mind: When I like a post, it means I have seen the post and applied the appropriate changes if necessary. This will apply to all areas of the thread. Now that we understand each other and know each other a little bit better, lets move onto far more interesting stuff.
Roleplay Areas
Fire Emblem Divide features several Roleplay Areas, each of which has their own protocols for posting. For most of these, I'm just gonna do a basic overview of what each of these threads are for. You can find more detail about each Roleplay Area and how to set up threads for them in their respective threads.
- Fire Emblem Divide
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Fire Emblem Divide
This is the thread where our main battles will be taking place. Each battle will be considered to be a chapter. The chapter following it will be based off of the outcome of the previous chapter. In the rules, I told you guys that you must post during battles once every two weeks. This is the thread I was referring to. Posts in this section should be kept short to ensure a decent posting speed among each player. A good rule of thumb is to post no more than a paragraph for each character. Just don't write an essay. I know, that's rich coming from me and my big fat ass thread.
Scheduling
I also mentioned in the rules that each team will have a week to post for their characters, and characters that aren't posted for during this period will be incapable of completing an action during their turn. So here's how scheduling will work.
For the first battle, I will roll a single two sided die. If it lands on 1, then the Alliance of Fire will go first. If it lands on 2, then the Legion of Stone will go first. From then on, we will alternate who moves first for every subsequent chapter. Alliance went first last time, so currently, Legion will be going first for Chapter 2.
Each week your team has to post will start on Monday at 12:00am and end on Sunday at 11:59pm. On the dot. When your team's week is up, your rivals can begin posting. During your rival team's turn, I strongly recommend hitting up a Support Conversation or Side Quest. Alternatively, if possible you can prepare a post for next week in your workshop.
We'll be going by my Pacific Time Zone. Anything posted outside of your team's turn will not be counted. Yes, even if it's a minute late. As I mentioned in the rules, I will provide you with a heads up to post on the last full day of your time slot. I will post the exact date of when a battle is starting in Announcements.
- Support Conversations
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Support Conversations
Support Conversations are 1 on 1 chats between two characters who're on the same team. Here, you can post any size you want. These are crucial to developing tactical benefits between characters so be sure to do them as much as possible during the downtime of the Fire Emblem Divide thread and during your opponent's time slot. You'll learn more about the tactical benefits of Support Conversations in Advanced Mechanics.
- Interrogations
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Interrogations
Interrogations are 1 on 1 chats between two characters of the opposite team. As the name implies, one of these characters will have to have been captured by their rival team to perform an Interrogation. Again, your post length can be anything you want here. You never know what might come out of an Interrogation... you might convince them to defect! You'll learn more about capturing and defecting in Advanced Mechanics.
- Negotiations
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Negotiations
Negotiations are fun little back and forth letters or arranged meetings between two characters of opposing sides. This is to negotiate the release of captured characters. Trade gold, items, or a prisoner in your possession to get your friends back! These posts can be as long as you like, in fact you can even use post length here to stall or rush a negotiation. You'll learn more about captured characters in Advanced Mechanics.
- Side Quests
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Side Quests
Side Quests are little quests that small groups of allied characters can go on during downtime or your rival team's time slot. These are fun little quests that you can design yourself if you want geared toward people who like to RP in smaller groups. Once again, you can post however long or short as you want here. Side Quests can raise Support Levels between multiple characters at once upon completion. Again, you'll learn more about the significance of Support Levels over in Advanced Mechanics.
- Battle Preparation
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Battle Preparation
Each team has its own Battle Preparation thread (Alliance Battle Preparation and Legion Battle Preparation), where you will post for your characters if they're retrieving something from their team's Inventory or using an item before a battle. Always make sure to tag me in these posts and keep them short. You can write a little line of dialogue if you want, but get straight to the point of what's going down please.
- Workshops
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Workshops
Each team has its own Workshop thread (Alliance Workshop and Legion Workshop) where you will post for characters who possess Crafting Skills when they're making their shit. These posts should be short, to the point, and should list the ingredients consumed from the Inventory and the item that was crafted. You can write a little line of dialogue if you want, but get straight to the point of what's going down please.
- Arena
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Arena
This is a different type of arena than the ones that you'll encounter during battles. These arenas allow rival teams to place bets against each other and go head to head, or allow allies to test their strength against one another. There are two types of Arenas, there is the Singles Arena where players can fight one on one and the Doubles Arena where teams of two can go at it. Similarly to the main thread for battles, try to keep your posts to no longer than a paragraph to ensure swift arena battles. You'll learn more about the other type of Arena in Advanced Mechanics.
Chill.
Alright guys, we're about to get into the meat of Gameplay Mechanics. Stats and all that shit. Before we do that, I wanna pull up a chair and sit in it the wrong way like a 90's dad and be real with you. Chapter 1 had a huge hiccup in the main thread. A lot of players got so caught up in the strategic element of this RP, and the whole thing kind of just became a boring democratic chess match. So there's one thing I really, really, really want you to keep in mind going forward. If you remember nothing else from this thread remember this:
You ain't here to play Fire Emblem. You're here to roleplay.
Say that shit out loud and don't forget it. What does that mean? It means, forget about winning and losing. Focus on story and character. The mechanics are just here to drive the story forward and create crazy scenarios, but they're not the point of the roleplay. The point of the roleplay is to roleplay. Don't ask yourself, "What's the most tactical thing for character x to do right now," ask yourself, "What would character x do right now?" Play your characters authentically, don't concern yourself so much with strategy and tactics. Trust me, it'll suck all of the fun out of this and make you wanna quit. Don't worry about losing, don't worry about winning, and don't worry about dying. Just relax and let your characters be characters, not chess pieces.
Aight, we good? Swag on a thousand, let's get to deez stats.
Stats
Alright ladies and gents, check it out. We got two types of stats that every unit (character) has 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 for.
- Non-Rolling Stats
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There are 6 Non-Rolling Stats.
- Health: How many health points a unit has. Once this reaches 0, the unit will withdraw from combat the first time it happens and die the second time it happens.
- 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 cells 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 Divide, 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 armies start changing to 2nd classes) so that all of our characters will 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 (1-4)
- Low (5-8)
- Average (9-12)
- High (13-16)
- Very High (17-20)
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!Stats have been scaled up to allow for more differentiation between classes. We now work on a scale of 1-20, with 1 being the lowest possible base stat and 20 being the highest possible base stat. We'll get to Damage output a little later in this 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 4 points, 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.
- Rolling Stats
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A Rolling Stat is 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 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. BLOK must be rolled for as well but only 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 Defense 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 in general. 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 the specifics of that 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. AKA, it is the time slot in which your team can post in during a battle. Every battle will have at least two phases: The Alliance of Fire Phase, and The Legion of Stone Phase. During your phase, all of the allied units belonging to their respective army 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 end a turn. When the clock strikes and your phase's time slot is over, it will be the rival team's chance to complete their actions.
Step 1: Roll 'Dem Dice, Cuh
Alright, you wanna attack a guy. So before you make a post in the Fire Emblem Divide thread 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 we get started, each team will create a PM for their army where you can scheme with your team on the low. I of course will be present in both PMs to make sure fuckery is not afoot and to keep track of where you guys are putting traps and stuff.
After you've communicated, 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 you find there, enter that shit into the Number Cruncher and crunch them numbers yo. Then copy and paste your results into the Dice Log, roll the appropriate number of dice and then post that shit. We'll chat about the specifics of the Number Cruncher App and dice rolling 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 your time slot is over, it'll be the rival team's phase. They will repeat steps 1 through three. Then, when it comes time for your team's time slot again, you can write your character reacting to the results of the rival team's phase before getting on with your post. Just like in Step 2, have fun with it!
On some occasions, there will be NPCs and monsters on the map. NPCs will be moved by the GM during their allied team's phase.Monsters will move during both phases.Teams will be denoted by color, but we'll get to that in the Advanced Mechanics thread.
Step 5: Repeat
And we'll repeat this process 5ever until the battle is over. When is the battle over you ask? Battles will end when one of the teams has met the conditions for victory. These conditions will change for every battle. There will also be some bonus objectives each team can strive for to win some sweet shit.
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: X1 > X2
Post Post Post Post
[Character moves to C1]
[Character attacks Other Character 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]
[Character surrenders to Other Character!]
[Character rescues Other Character!]
[Character heals Other Character for 50 Health!]
@tag all @relevant players
You see all that blue shit in the brackets? That's what a Battle Summary should look like. It should be brief, in brackets, and each detail separated into it's own line. Don't put in paragraph form. If you like, you can even 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. If you don't include something that should be included and vice versa, I shall give you a heads up.
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 cell 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 Advanced Mechanics.
- 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 and gets them to defect to the squad, and their turn will end.
- Boarding a War Carriage: A unit boards a 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 and your opponents may choose to kill ya anyway.
Movement, Range, & Terrain
Alrighty, 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 OOC section. But for our instructional purposes, I've got an old dummy map from The New World to use as an example of what the hell I'm talkin' about. For the record, no, each character will not be getting a custom sprite and no, each character will not have their initials printed on their sprite.
- 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 with L1 on his chest is standing on 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 to post in Current Battle.
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, NPC units in allegiance with a team can pass through their team. 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. So technically speaking 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 the due to Attributes a weapon can possess that alter range. You'll learn more about Attributes in the Advanced Mechanics thread. 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 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 if your character wields one.
- 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 what buffs Terrain will grant your rolling stats, 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 Health each turn, and they also decrease damage by just a 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.
Damage Calculation
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 calculated so that you understand how to improve the damage you're doing. Some of the elements in this, we haven't covered yet, but we will in Advanced Mechanics. 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 as the final section of this thread.
- 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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