SirBlazeALot
Seven Thousand Club
RULES
OK! HELLO! This tab will explain how we're going to be fighting. I'm gonna try to make this as clear as possible, but if you have any questions or see any flaws in the system don't hesitate to tell me. Now I want you to read this before the Mechanics tab. Otherwise nothing in it will make sense.
When you're done here, head on over to Mechanics.
That Sounds Really Fuckin' Mathy
Relative Systems are now far more important because it's how I calculate damage. Damage will be thoroughly described in Mechanics, however, you lot don't have to calculate damage unless you really want to. The concept remains the same. Relative Systems exist to demonstrate the strengths and weaknesses of each class. Certain skills and items can temporarily, or even permanently raise them.
Basically, your class will determine how offensive, or defensive you are, how much health you have, and all that jazz. Now, we call these systems relative because we won't be Leveling anything up, rather, the enemies and the players will just remain at a relatively equal level.
You get it? Okay, good. So there's four relative systems.
Attack
Physical offensive capability.
Defense
Physical defensive capability.
Magic
Magical offensive capability.
Resistance
Magical defensive capability.
Health is no longer a relative system. Though Health is determined by old Relative System values, much like movement, it has a concrete number now. If you want to raise the health of your character for their "one raised system" thing, then you raise it by 20 points. Whenever Health is being raised by "one level", it's being raised by 20 points.
Ya got em? Okay good. So you're wondering now, "Well Blaze, how're we going to do this without stats?"
We're going to use our noodles to create a scale and instead of thinking of these as qualities unique to each individual, they'll be traits unique to each class.
We're going to create a scale to describe how good each class is at all this shit. And in the Updates tab, I'll go ahead and list these ratings too so that you can get a better feel for who you can damage quite a bit and who you can't damage quite a bit. But I'll be using numbers to do this. It's pretty simple so... just check it out.
Very Low (1)
Low (2)
Average (3)
High (4)
Very High (5)
SUPER HIGH (6)
Relative Systems now have a 6th level, Super High, but you may only have one of these ratings inherently and only upon reaching your second class. Enemies (except for Bosses) will never have a Super High rating.
Pretty easy, right? This ain't nearly as hard to understand and use as the dice mechanics, it's just here to help describe the strengths and weaknesses of each class. On to more complex rules.
Rollers
A roller is essentially a value that you must roll die for when attacking an opponent. They have 100 faces because this game is based on percentages. Rollers will dictate the outcome of the attack.
A Defensive roller counteracts an Attack roller by subtracting its value from the attack value. Though the name would suggest otherwise, you don't have to roll for a Defensive roller. For instance, an ACC value of 100% would become 50% if the opponent has an EVA value of 50%. So if you roll a 50 or under, the attack will land. Anything outside of an Attack roller's value will not occur.
Critical Attacks do not miss and do double the damage, unless they're done with a Bow, Hidden Weapon, or Gauntlet, in which case they do triple damage.
A Duo Roller can only be used when partnered up with someone. More on that in the Mechanics section...just keep in mind you'll need a partner for these.
Rollers each have a Base Value, that is, a value they always start at before considering all other factors.
Attack Rollers
- Accuracy (ACC): This value dictates whether or not the attack will land. 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 and did three times as much damage. You will always roll for Critical when you're attacking. Base Value: 5%
Defense Rollers
- Evasion (EVA): Counteracts ACC, you will never roll for Evasion. Base Value: 30%
- Luck (LUCK): Counteracts CRIT, you will never roll for Luck. Base Value: 5%
Duo Rollers
- Assistance (ASS): Yes I named it that on purpose. Dictates whether or not a partner can help attack the same foe. You will only roll for this when you have a partner. This Base Value is 0%.
- Block (BLOK): Dictates whether a partner will deflect an incoming attack, nullifying the would be damage. You will only roll for this when you have a partner. This Base Value is 0%
- Accuracy (ACC): This value dictates whether or not the attack will land. You will always roll for Accuracy when you're attacking. Base Value: 100%
How To Whoop Ass
Alright, now that we understand that, let's talk fighting. We'll walk through this in a series of steps. There's a crucial thing to remember and that is what Actions a character can take that will end the turn, and which ones won't. You can find this information in the section called "Actions".
A turn is when all the player characters have gone, and the GM or whoever's controlling the enemy has gone. The players will always start the turn first.
Targeting
Alright, you wanna attack a guy. So before you make a post in IC you have to go to the Dice Log page. You will post something along the lines of "John Dingleberry is targeting T1", so the specific character, and enemy they'll be attacking.
Now keep in mind that if you have a partner and you wish to stay partnered up, they'll have to come along for the ride on their turn, so be mindful of where they can and can't move. So you'll want to talk to the player controlling the partner as well. Ya know...communicate. Once you get approval to go after a guy, calculate your percentages for your Attack Values, and Duo Values if applicable.
ACC and CRIT are the only ones you always roll for. You roll for ASS if you're partnered up. Even if you aren't attacking someone, if you're partnered up, you will still roll for ASS, just in case your partner wants to attack someone.
You will never roll for your own BLOK. You will instead roll for the enemy's chance to BLOK, and likewise, the enemy will roll for your chance to BLOK. BLOK BLOK BLOK BLOK BLOK.
Under your targeting statement, you're going to want to post your ACC, CRIT, ASS, and any skills you may be using or benefiting from. Don't worry, we'll go through this on the Dice Log.
Attacking an Enemy
So now that you've got your target and you did all the calculations and shit, it's time to hit that son of a bitch in the gully. Here's what you're gonna do. In your post in the Dice Log, where you told the whole world who you were targeting, and you calculated your shit, you're gonna roll your die.
If you roll a value equal to or less than your ACC value, then bam, the attack will land. You'll write that in your post. If the same thing happens for your CRIT, then bam, you can write that in too. Like "JOHN DINGLEBERRY DID A SWEET SPIN AND IMPALED A MUHFUCKA IN THE THROAT, DOG, IN HIS MUHFUCKIN' THROAT!" If your EVA value is higher than your enemy's EVA value, then you can attack twice. Remember to roll a CRIT for each attack and if you have a skill that activates upon attack, make sure you roll for that twice as well.
If the same happens for your ASS then you can help your partner with their enemy too, go ahead and write that in your post. But for BLOK, remember, we're not rolling for our own BLOKs anymore. You roll for enemy BLOKs, and you roll one BLOK per attack (including one for ASS) If the enemy lands a BLOK on any of your hits, the attack will be null. Bam, you just attacked a foe.
There's one more thing, and it's really important, concerning Item drops. Green items in an enemy unit's inventory can be picked up by players upon the enemy's defeat. In order to accomplish this, if you haven't calculated how much damage your character will do and aren't sure if you'll kill the enemy, in your Battle Summary you're gonna put, [X character would like to pick up the Y item upon defeat.] I'm not going to ask you guys anymore, so make sure you're aware of what the enemy has and if you want it or not. Don't miss out on those dope items.
Now wait for everyone else to make their move and then the Players' turn is over.
The Enemy Strikes Back
So we're operating in turns here. First our protagonists attack, then the enemy attacks. Boom, turn over. Now I, being the GM and all, will control the Enemy for the first few battles. It'll work the same way attacking with players does. You guys are welcome to control some enemy units if you so choose, some green units, and some purple units. Just let me know if you're interested. Generally, each turn will consist of at least two phases: The Player Phase, and the Enemy Phase. If there are Green and Purple units on the map, the phase order will go Player, Enemy, Other (Ally), Other (Enemy).
Basically I'll provide a big long list of what the fuck happens in the Enemy turn and tag everyone who is relevant. If I'm especially bored and feeling like a jackass, I may embellish a bit and apply little personality traits to each of the generic units. Then in you guys' next post, just react to what happened and attack people and shit.
And we'll repeat this process 5ever until the battle is over. Once I think you guys have gotten used to the Battle System, I'll start letting you guys control the enemy. Your first time I'll help you out quite a bit. If ever one of you volunteers to control the entire Enemy force on your own, I will make it a No-Death chapter, and I'll walk you through what to do. After that, you need only ask and I'll lend enemy control to you :3
ACTIONS
So a lot of you have been wondering what a unit can do in one turn. Here's a comprehensive list of actions they can take that will and won't end their turn.
- Moving: Self explanatory, turn will not end if you've only moved.
- Waiting: The unit does nothing and their turn will end.
- Using an Active Skill: The unit uses a skill and their turn will end.
- Trading: The unit trades an item with another unit, but their turn will not end.
- Using an item: The unit uses an item and their turn will end.
- Visiting a shop: The unit visits a shop, their turn will not end, but they can not move.
- Visiting a village or arena: The unit visits a village or arena and their turn will end.
- Attacking: The unit attacks an enemy and their turn will end.
- Befriending: The unit talks to an enemy unit or a green unit and gets them to join the squad, and their turn will end.
- Boarding the War Carriage: Once you board the carriage your turn is over.
- Trading with the War Carriage: Works the same way as Trading.
- Leaving the War Carriage: You pretty much do this as if you're moving from the War Carriage's cell.
- Capturing: You capture a unit, and your turn will end.
- Moving: Self explanatory, turn will not end if you've only moved.
Battle Summary
Okie dokie. Once you've made your post, you will 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. It'll look like this.
Character Name
Location: (Cell and shit)
Targeting: (Even if they're not targeting something, just put where they're going and what they're doing there, even if they're just gonna sit and chill.)
Post Post Post Post
[Attacking (insert Enemy's name)]
[Obtaining an item, using an item, or getting rid of an item.]
[if they've contracted a status effect or recovered from one.]
[if a skill has been used and who it may have effected, friend or enemy.]
[if a village or shop has been visited]
@tag all @relevant players
You see the brackets? All that stuff is your Battle Summary, and all the shit in there are things that you might do that you have to put in it. Make sure you actually put your battle summary. It is very much a required part of your post. Your battle summary should cover each and every action your unit took.
And don't forget, if you would like to pick up an item drop, please include [X character would like to pick up Y item upon defeat] in the Battle Summary.
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