Post by Deleted on Apr 14, 2019 3:40:30 GMT
Combat System (Roll system)
Initiative
Just like in DnD players must roll for initiative in a fight. This allows us to create a bit of a turn order so that players and the DM can figure out who goes first and then consecutively down the line. This helps establish whose first and second and so forth and gives a bit of structure to fights weather it be long or short. Initiative checks are done with /roll 100, the person with the highest roll goes next. The DM will roll as well for any enemies or ‘goons’ alongside players.
Ex. Ashe rolls 1-100 = 80; Tobias rolls 1-100 = 32; Ashe would go first, following Tobias.
Roll Range
The range of the rolls can vary depending on the roleplay be it a spar or actual combat. **UPDATE** We've updated our roll system, to account for the /roll 20. Here is how it be laid out for both Damage and Healing classes.
1 (Critical Failure) is always a miss and wasted turn on any action, always incurs x1 DMG when rolled as part of AoE defense.
2-6 is a failure in any attempt to damage an opponent. No DMG done.
Healing is still guaranteed one point of effectiveness.
7-14 is a successful roll where you do 1hp of DMG.
15-18 is a successful roll where you can do 2hp of DMG.
19+ WITH roll modifiers is a successful roll where you do 3 hp of DMG
Natural 19-20 (Critical Success) is always a Crit which deals 4hp of DMG.
Optional: At DM's discretion, rolling a 20 on AoE defense could allow the player to also protect one adjacent ally from the attack, regardless of that ally's roll.
BEAR IN MIND THIS MUST BE BEFORE MODIFIERS. Only a natural, base dice 19-20 is a critical success.
D20 based healing (all heals can be split)
1 = Critical Failure! No healing done, and 1 point of damage is dealt to the target due to faulty equipment or handling of healing implement.
2-3 = Miss, no damage done to player, no healing done to target.
4-10 = Success! 1 points of healing.
11-15+ w/ roll modifiers = Success! 2 points of healing split between targets of your choice!
16-19= Great Success! 3 points of healing split between targets of your choice.
Natural 19-20 = Critical Success! 4 points of healing split between targets of your choice!
Ex. Ashe rolls 1; DM: Ashe you attempt to shoot at Tobias with your blaster, however as you go to shoot at the man the blaster tumbles from your hand.
Ex 2 Ashe rolls 1: Dm: Ashe, you attempt to shoot at Tobias with your blaster, however (Rolls /100 = 87) you shoot yourself accidental in the foot.
Emoting with Roll system.
Utilizing the Roll system we can actively use text roleplaying vs Roleplaying over voice. Text roleplay allows those who are less comfortable talking as their character, for example players who play different genders may feel at a loss for doing voice rp where as Text Rp bases offer the enmity of playing their character. As for the roll system the idea is to emote out using /OPS and then emoting what actions your character is doing. After you’ve emoted, then you would use /roll 10 to figure out just how much damage you are doing.
Ex- /op Ashe stared out at the cantina she was stationed behind, her eyes glancing by the dancers and workers. She spotted a bug on the counter of her cantina and using a bit of her talents aimed a careful hand to swat at it.
/roll 10 = 10 (Two points of damage and the fly is dead)
Health pool
Along with text rp, and the combat system detailed out above, players will have health points usually 5/5, 10/10 or 15/15. These are just some examples and can be discussed further. This coincides with the roll system and how damage is dealt to allies or enemies. This also pairs with healing abilities, using the same roll system.
Ex-. Ashe shot Tobias for 1 point of damage ( /roll 10 = 5; Tobias takes 1 damage; Tobias hp 5/5 at start is now 4/5 ))
Ex 2 Axy shoots Ashe for 2 points of damage ( /roll 10 = 10; Ashe takes 2 damage: Ashe hp 5/5 at start is now 3/5 ))
Falling below zero
Falling below zero in middle of combat, unless the player has specified that they are looking to give their character a glorious death the player’s character falls unconscious. I firmly believe it should be the player who decides if the toon is perma dead. Thus if a toon should be struck for over the amount of health the player can write out what happens to them in the turn order and falls unconscious.
Ex- Smuggler goon’s turn- Smuggler goon shoots Ashe. /roll 10 = 10 Ashe’s current hp 1/5 (the damage is 2 points) Ashe’s updated hp -1/5 ; Ashe would then on her turn respond with what happened to her..ie .. Ashe felt the blaster fire scorching her exposed flesh. She dropped to one knee, the bastard had gotten her in the knee. The world swirled in darkness, and she fell to the side.
- Initiative
- Roll range
- Emoting with Roll system
- Health pools
- Falling below Zero
Initiative
Just like in DnD players must roll for initiative in a fight. This allows us to create a bit of a turn order so that players and the DM can figure out who goes first and then consecutively down the line. This helps establish whose first and second and so forth and gives a bit of structure to fights weather it be long or short. Initiative checks are done with /roll 100, the person with the highest roll goes next. The DM will roll as well for any enemies or ‘goons’ alongside players.
Ex. Ashe rolls 1-100 = 80; Tobias rolls 1-100 = 32; Ashe would go first, following Tobias.
Roll Range
The range of the rolls can vary depending on the roleplay be it a spar or actual combat. **UPDATE** We've updated our roll system, to account for the /roll 20. Here is how it be laid out for both Damage and Healing classes.
1 (Critical Failure) is always a miss and wasted turn on any action, always incurs x1 DMG when rolled as part of AoE defense.
2-6 is a failure in any attempt to damage an opponent. No DMG done.
Healing is still guaranteed one point of effectiveness.
7-14 is a successful roll where you do 1hp of DMG.
15-18 is a successful roll where you can do 2hp of DMG.
19+ WITH roll modifiers is a successful roll where you do 3 hp of DMG
Natural 19-20 (Critical Success) is always a Crit which deals 4hp of DMG.
Optional: At DM's discretion, rolling a 20 on AoE defense could allow the player to also protect one adjacent ally from the attack, regardless of that ally's roll.
BEAR IN MIND THIS MUST BE BEFORE MODIFIERS. Only a natural, base dice 19-20 is a critical success.
D20 based healing (all heals can be split)
1 = Critical Failure! No healing done, and 1 point of damage is dealt to the target due to faulty equipment or handling of healing implement.
2-3 = Miss, no damage done to player, no healing done to target.
4-10 = Success! 1 points of healing.
11-15+ w/ roll modifiers = Success! 2 points of healing split between targets of your choice!
16-19= Great Success! 3 points of healing split between targets of your choice.
Natural 19-20 = Critical Success! 4 points of healing split between targets of your choice!
Ex. Ashe rolls 1; DM: Ashe you attempt to shoot at Tobias with your blaster, however as you go to shoot at the man the blaster tumbles from your hand.
Ex 2 Ashe rolls 1: Dm: Ashe, you attempt to shoot at Tobias with your blaster, however (Rolls /100 = 87) you shoot yourself accidental in the foot.
Emoting with Roll system.
Utilizing the Roll system we can actively use text roleplaying vs Roleplaying over voice. Text roleplay allows those who are less comfortable talking as their character, for example players who play different genders may feel at a loss for doing voice rp where as Text Rp bases offer the enmity of playing their character. As for the roll system the idea is to emote out using /OPS and then emoting what actions your character is doing. After you’ve emoted, then you would use /roll 10 to figure out just how much damage you are doing.
Ex- /op Ashe stared out at the cantina she was stationed behind, her eyes glancing by the dancers and workers. She spotted a bug on the counter of her cantina and using a bit of her talents aimed a careful hand to swat at it.
/roll 10 = 10 (Two points of damage and the fly is dead)
Health pool
Along with text rp, and the combat system detailed out above, players will have health points usually 5/5, 10/10 or 15/15. These are just some examples and can be discussed further. This coincides with the roll system and how damage is dealt to allies or enemies. This also pairs with healing abilities, using the same roll system.
Ex-. Ashe shot Tobias for 1 point of damage ( /roll 10 = 5; Tobias takes 1 damage; Tobias hp 5/5 at start is now 4/5 ))
Ex 2 Axy shoots Ashe for 2 points of damage ( /roll 10 = 10; Ashe takes 2 damage: Ashe hp 5/5 at start is now 3/5 ))
Falling below zero
Falling below zero in middle of combat, unless the player has specified that they are looking to give their character a glorious death the player’s character falls unconscious. I firmly believe it should be the player who decides if the toon is perma dead. Thus if a toon should be struck for over the amount of health the player can write out what happens to them in the turn order and falls unconscious.
Ex- Smuggler goon’s turn- Smuggler goon shoots Ashe. /roll 10 = 10 Ashe’s current hp 1/5 (the damage is 2 points) Ashe’s updated hp -1/5 ; Ashe would then on her turn respond with what happened to her..ie .. Ashe felt the blaster fire scorching her exposed flesh. She dropped to one knee, the bastard had gotten her in the knee. The world swirled in darkness, and she fell to the side.