Post by Maximilian on May 22, 2017 16:51:30 GMT -5
Invincible characters or characters with superpowers are not permitted on Flumen Vitae, but fights can still seem quite unbalanced, even if the characters are played fairly. Fights may seem to never end, and pack skirmishes would just seem useless if there's no resolution. Introducing the battle system.
Dice. Urgh, dice. Random numbers, agh! You'll be using these a lot when it comes to characters fighting, since it's quite the effective way to determine the resolution of a fight and leave no room for foul play. Though it isn't exactly a die, this random number generator (yes, the RNG) is what will be used for fights. First off, don't try to battle a character without their roleplayer's permission. If both parties are willing to fight, set the RNG to generate a number between 1 and 3. This is what will determine the outcome of the brawl. 1 means Side 1 will win. 2 means Side 2 will win. 3 means there will be some sort of tie. If you're worried that the outcome of the roll will be changed to the opponent's favor, have a user not participating in the fight roll the die. This is more directed to pack vs. pack or group vs. group battles, where determining a resolution is more or less vital, instead of a 1 on 1 skirmish. A duel between two wolves can be resolved with the system above, but can also be determined with the actual fight described below.
Now for attacks and defense. You'll be generating numbers between 0 and 11 this time.
0 - 3 is a major injury.
4 - 7 is a minor injury.
8 - 11 is a miss.
If you didn't miss, set the numbers between 12 and 20 to see how much damage you'll cause.
12 - 15 is a minor hit.
16 - 19 is a major hit.
20 is a critical hit.
A hit does NOT guarantee a legit hit. Your opponent must roll between 12 and 20. If their number is higher than your hit, they've dodged your attack. If their number is lower than your hit, you've harmed your opponent.
Now it's time to go to health. Each wolf's HP (hit points/health power) is between 15-20 unless a Valetudo's Stone was purchased from the Market. A normal, healthy wolf has 20 HP. A wolf that is weaker or is an elder, or has some kind of disease, has an HP lower than 20. Simple enough.
Let's say your wolf takes a hit in battle. How much HP is lost?
Minor Hit: -1 HP
Major Hit: -2 HP
Critical Hit: -3 HP
Dice. Urgh, dice. Random numbers, agh! You'll be using these a lot when it comes to characters fighting, since it's quite the effective way to determine the resolution of a fight and leave no room for foul play. Though it isn't exactly a die, this random number generator (yes, the RNG) is what will be used for fights. First off, don't try to battle a character without their roleplayer's permission. If both parties are willing to fight, set the RNG to generate a number between 1 and 3. This is what will determine the outcome of the brawl. 1 means Side 1 will win. 2 means Side 2 will win. 3 means there will be some sort of tie. If you're worried that the outcome of the roll will be changed to the opponent's favor, have a user not participating in the fight roll the die. This is more directed to pack vs. pack or group vs. group battles, where determining a resolution is more or less vital, instead of a 1 on 1 skirmish. A duel between two wolves can be resolved with the system above, but can also be determined with the actual fight described below.
Now for attacks and defense. You'll be generating numbers between 0 and 11 this time.
0 - 3 is a major injury.
4 - 7 is a minor injury.
8 - 11 is a miss.
If you didn't miss, set the numbers between 12 and 20 to see how much damage you'll cause.
12 - 15 is a minor hit.
16 - 19 is a major hit.
20 is a critical hit.
A hit does NOT guarantee a legit hit. Your opponent must roll between 12 and 20. If their number is higher than your hit, they've dodged your attack. If their number is lower than your hit, you've harmed your opponent.
Now it's time to go to health. Each wolf's HP (hit points/health power) is between 15-20 unless a Valetudo's Stone was purchased from the Market. A normal, healthy wolf has 20 HP. A wolf that is weaker or is an elder, or has some kind of disease, has an HP lower than 20. Simple enough.
Let's say your wolf takes a hit in battle. How much HP is lost?
Minor Hit: -1 HP
Major Hit: -2 HP
Critical Hit: -3 HP