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 Simple Combat Rules

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Posts : 13
Join date : 2018-03-01

PostSubject: Simple Combat Rules   Wed Mar 07, 2018 3:55 am

As one would assume, having attack and defense stats on the forum means that there are mechanics attached to combat. Because of the forum having a power scaling and rewards being tied to combat, having mechanics that help determine a victor in a fight aid in keeping things feeling fair. So the question you're likely asking now is, how does combat work?

Well, the basic flow of combat is very simple. Character A and B roll their initiative in order to determine who goes first in a fight, once the battle starts. Character A rolls higher, so he rolls attack. Obviously, Character B rolls his defense stat in response.

Then you have a simple flow chart from here:

Did Character B get hit? Yes. Calculate damage and roll initiative again.

Did Character B get hit? No. Character B gets to counter.

So yes, this does mean that if your character is hit by an attack, he loses his turn for this combat round. This is because the character is too busy defending himself in order to launch an effective attack. Keep in mind that a single attack roll does not necessarily mean that your character has only attacked once from an rp perspective. A combat round is 5 seconds long, and every character takes their turn in the round simultaneously--or at least, consecutively in that time frame--and when you think about it, in a fight, 5 seconds is a lot of time. Throwing a punch only takes about one second if its a good slug to the chin, so feel free to type out a nice little combo in your posts to keep the writing interesting. So long as your description reflects the outcome of your rolls, you're free to spice up the fight however you want.

Now, let's move on to countering since there's a little more to talk about than there is with damage. If Character A rolls an attack of 100, but character B rolls a defense of 150, he has successfully dodged or blocked the attack, and has received a counter, assuming he still has actions left. When making a counter, the character attacks as normal, however he gets a bonus based on how large the difference between his defense and his opponent's attack was. To determine the bonus, we subtract the attack roll from the defense roll, then round that amount DOWN to the nearest 0 to make a nice whole number, then divide it by 2. (If the number already results in a 0, then round it to the NEXT 0, such that a difference of 40 is rounded to 30). Algebraically, this is written as such:


Don't forget to round the difference down to the nearest 0 before dividing in this equation.

So in our example here, Character B subtracts Character A's attack of 100 from his own defense of 150, leaving him with a difference of 50. We round down to the next 0, even if it's already a 0, making that number 40. Then we divide by 2, and the final number, or Counter Bonus, is 20. As such, Character B may now make an attack to Character A with a +20 to his attack roll. A character can ONLY use his Counter Bonus against the person who attacked him, since he's gaining it by taking advantage of an opening the character left while attacking. If you want to use your counter to attack another character you may do so, however you forfeit the bonus that you would get for attacking the original target. If you don't wish to use your counter immediately, you don't have to forfeit your action. Instead, you can take your turn normally for the round.

In the event of a successful attack, you now how have to determine how much damage you've dealt to your target. When calculating damage, you take your attack roll, subtract the defense roll, subtract 10 for every relevant point of armor, and then subtract 20 to account for the natural absorption of the human body. This final number is then rounded down to the nearest 0, and converted to a percentage, which your weapon's damage is multiplied by. It might seem like a bit of a daunting equation, but when you realize that most of the numbers are constants, it's not so bad. Algebraically, damage is written as such:



Don't forget to round your multiplier down to the nearest 0 in the same way you would when calculating a counter bonus. Also, since I didn't explicitly state it, the percentage that the "Multiplier" equates to is as written, or in other words, two decimal places to the left for fraction making, such that a Multiplier of 100 means you multiply the damage by 1.00, or 100%.

Reversing the numbers from the counter example, if Character A attacks B with an attack of 150 and B defends with a 100--assuming B has no armor--then we have 150-100=50, 50-20=30, 30-0=30, so we get a "Multiplier of 30". We round this down to 20, and then convert it to a percentage/fraction, so Character A deals 20% or .2X his Weapon Damage. If Character A has a measly dagger with a Weapon Damage of only 20, he deals a minuscule 4 damage, but if he's got something bigger that has 100 Weapon Damage, he deals a whole 20 damage.

Some fights can be over in a single turn, while others could be epic battles lasting several rounds. There are many small nuances that can affect combat and modify your rolls and damage, but this is the straightforward flow of typical combat.
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