Post by Azler Wilder on Jun 16, 2011 17:05:19 GMT -5
Battle System
The very first thing I wish to say in this entire thread is; if you never plan to do a serious hardcore fight against another member-controlled Character, then don't worry about this.
It is ENTIRELY optional.
Here on SoS we have two ways of calculating attack methods and damage dealt in fights: Fantasy-style and LS-style. Whichever method you use is entirely up to you, though a particular system may be required in threads relating to the plot or quests, depending on who's running it, as some Staff members do have preferences. The descriptions below should clear things up.
However, if you don't really care about battle systems, just have a Casual-style fight. Casual-style is how 90% of all RP sites these days are run and prevents character abuse in the form of someone making your character do things they would never do. It basically means "Do whatever you want with the abilities you have, but don't control your opponent's character." Total creative control is up to you and your opponent, so long as it is in your CSes. However, the staff will not step in unless your opponent is just blatantly godmodding (i.e. taking control of your character, which isn't allowed in Casual battles), so we highly recommend using this style only against those you know fight fairly.
For those from Requiem or FM, Casual is the style we used.
The other two battle styles, which are designed to make for a more interesting experience, are explained below.Story Style
The typical way to play "Story Style" is to agree between both combatants that each player can control the other, inflict wounds on one another, and to write for a pre-determined amount of posts. However, inflicting the most damage on someone doesn't necessarily net a victory in this system: the way to win at Story Style is to have good writing, and realistic descriptions of events. At the end, both players write the "end" to the fight, and then a Battle Judge chooses whose ending is picked; you can actually write yourself as having lost the fight and still wind up having your ending picked as the winner, which means that you will get victory rewards for the fight.LS Style
LS Style is basically casual with loosely defined health, damage, and range parameters, which help you figure out how to battle without having to worry about people god-modding, or dodging attacks infinitely, coming up with unrealistic moves, etc. Keep in mind that you can still get creative in this mode, and have description in your posts and stuff. You also don't have to follow the outline here to the letter; whatever you and your opponent agree upon works just as well. This just gives you a way to define what an attack that deals X amount of damage does without guessing your way through it.
For those wishing to read an Example Battle using this style, please click here!Health
There are ten levels of health that everyone has; essentially, you have 10 health. When you hit zero, you're knocked out. At around the halfway point, you should start to display signs of fatigue/injury/etc.
As for damage, here's a quick chart to figure out how to measure it. As already stated in the rules, after each individual battle every member is fully restored.Damage
- Low (Regular Attack): A half-point of damage.
- Moderate: 1 damage.
- Heavy: 2 damage.
- Massive: 3 damage.
- Devastating: 4 damage. Typically reserved for such things as bosses (To any prospective Dungeon Masters, don’t go crazy with this one).
While you can increase the damage an ability or attack does by way of active/passive effects, an ability or attack can never have its total damage dealt raised by more than two levels.Healing
- Low (passive): Heals by a half-stage, and is generally reserved for passive healing activated by an effect (no character may have constant passive healing).
- Moderate: 1 level of healing.
- Large: 2 levels of healing.
- Massive: 3 levels of healing.
- Divine: 4 levels of condition.
Combat
Each post, you may take two active actions (i.e. you have two "action slots"). You can spend those action slots on abilities from your own ability pool, or the following basic techniques that all characters have:
- Attack: A standard attack, that deals low damage and has no cooldown. Only useable while in-range (explained below).
- Guard: Block opponent's last attack, reducing physical damage by a full level (if this blocks all damage, the attack is completely blocked). One post cooldown.
- Manoeuvre: Move either into range or out of range (if this isn't straightforward, there's a brief explanation later).
Important to note: you cannot dodge freely in LS-style unless you have an ability which specifically allows it.Range
To prevent people from getting a little too dickish with in/out-of-range attacks, we have a pretty simple system.
You can consume a single action slot to either get in-range or out-of-range of your opponent. While "in-range", melee abilities (such as the standard "Attack") will hit. While "out-of-range", long-ranged abilities will hit. Abilities can also provide methods to get in/out-of-range, depending on how they're designed. Battles are typically begun in-range.