| Battle Mechanics | |
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| Tweet Topic Started: Oct 10 2017, 07:38 PM (52 Views) | |
| Edward Elric | Oct 10 2017, 07:38 PM Post #1 |
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Overall Combat: To make things simple, we here at Forgotten Dreams allow a freeform combat system with stats to ensure that players have something to work for while also giving them their own styles in combat, making the whole thing more fun! It's not necessary to use these rules when fighting others, as long as both parties agree, but they will be used for official tournaments or events. Keeping that in mind, this system is largely based on trust. There are no dodge points that stop you from dodging every turn, but you should use your brain when writing out your actions. If your opponent is writing the same action in a bland way, it's obvious that your character could see it coming every time, and therefore logically avoid it. However, if your opponent is coming at you differently with each post and/or being creative with their attack patterns (kicking up dust is a barebones example) and you just avoid it every time, you will be penalized harshly. Remember, it's all for fun, so don't roleplay as if your character is the god of the universe and can evade every attack with ease. Take a few hits! Despite the lethality of a bullet and other such things in universe, you don't have to instantly die if you're shot unless you write it that way. You can be grazed by a bullet, which still counts as taking a hit. Just note that, if you are using lethal methods to try and hit your opponent in every post, they will obviously not die, even if they get hit. Death is only possible when the writers agree to it. There is no situation where someone will be forced to die. Note: Battling will give you access to plenty of experience, but if a fight is deemed "boring" due to the either of the participants writing badly (godmodding, metagaming, etc) or one leaves due to arguments, you don't get anything. Reducing Damage & # of Actions: As stated before, this is a freeform combat system. Logically, you might wonder: Can I reduce damage in any way? The answer to this is yes, and it all depends on how you roleplay it. Examples: A rifle firing 10 bullets in a random spray: Ten instances of damage. A sword being swung three times: Three instances of damage. A huge chimera swiping its massive tail twice: Two instances of damage. In each of these cases, you can reduce damage by avoiding a couple of the attacks. If you dive as the rifle fires, you can avoid most of the spray and only be grazed by most of them, which will hurt but not be fatal. If you deflect or parry a few of the sword swings while backing away, you can get away with only getting sliced up once, and even reduce it so that it isn't so deep. If you get hit with the first tail swipe from the chimera, you can avoid the second one if you let it knock you away from range. These are only examples, as the situation can be vastly different depending on how it is roleplayed. An important thing to note about Combat Actions: The more an opponent attacks during a turn, the easier it will be to avoid a few of their attacks. Just because we don't allow dodging all the time doesn't mean we're forcing you to take a hit if your opponent is trying to attack too many times during a turn. We also don't want to limit the number of attacks that can be made during a turn. Just be reasonable about things. Base Attacks, Signature Attacks, & Alchemys: There are three different types of attacks on the forum. Base Attacks - Any attack that isn't a signature attack. Generally, these attacks will deal little damage, such as punches or kicks. Signature Attacks - Signature attacks are your character's special named moves or techniques that they learned/developed. These can range from offensive, defensive, and supportive techniques. Note that anything your character can naturally do cannot be a Sig. attack. Weapon or fighting styles that don't involve the basic usages of those weapons count, as well as Alchemy. - Every character starts with 3 Sig. Attacks. There is no limit to how many Sig. Attacks you can have. Alchemy Alchemy on the site is one of the most powerful abilities known to man, allowing humans to manipulate matter with ease. This ranges from fixing things like radios to even creating a giant fist out of stone to punch something! To use Alchemy, you must have the ability to use alchemy in the first place, and then create signature attacks that utilizes it. Alchemy Signature Attacks have much more versatility and power than regular ones, but they come with a few limitations. Transmutation Circle - A transmutation circle is needed with any alchemy that is performed, provided that you haven't taken a trip to Truth's domain. This circle can be carved or drawn using anything, as long as it isn't obstructed or drawn incorrectly. Of course, drawing a whole transmutation circle during combat (without having sufficient skills) is nigh impossible. That's why you're able to wear a transmutation circle on a weapon or clothing that you carry in order to perform alchemy. Just be careful, as it can still be targeted by others for obstruction to stop your alchemy. Equivalent Exchange - What is Equivalent Exchange, you may ask? In order to create something, you must give up something of an equal amount. In order to create a radio, you need to have all of the necessary parts. If not, your transmutation will fail. If you're falling through the air with nothing around you, for example, you cannot simply use alchemy in order to save yourself. You need to be near some sort of material in order to transmute, normally within touching distance. Tiers When first learning a technique, you start off by buying it at Tier 1. After that, you can branch it off in different ways. [T1] - The basic level of technique. When you buy a technique slot and create a technique, this is what it will be. XP: 100 [A1] - An altered form of the Tier 1 technique, which is just as strong but used in a different way. XP: 250 [T2] - A stronger version of the technique, which consumes more stamina/magic/etc. than the original. XP: 500 [A2] - The strongest an altered technique can become. It's as strong as a Tier 2 technique, but does something even more unique than an A1 technique. XP: 750 [T3] - The strongest a technique can become. Its destructive power, defensive strength, or other ability is at its peak potential in this tier, however it becomes harder on the body to use. XP: 1,000 Signature Attack Examples Offensive Techniques: Hidden Blade Defensive Techniques: Wall Supportive Techniques: Medicine
Edited by Edward Elric, Nov 5 2017, 02:49 PM.
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2:24 PM Jul 11