Re: RP System [just for fun]
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[04] Combat
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[04.ovr]
Combat Overview
Combat is played out in turns, where the fastest character acts first, then the second fastest and so on and so forth. A combat session plays out until the player character is knocked unconscious, all enemies are defeated or combat is ended by a negotiation between the two parties (if some or all of the combatants are intelligent creatures). At the end of combat experience points are given out and the player can choose to take any items and money that the enemies have dropped if they so choose to do so, so long as they win the battle. If the player character is defeated they are then unconscious for one turn and lose 25% of their current experience, however they cannot lose experience to the point that they’d de-level.
[04.int]
Combat Initiative
Combat can start in a variety of ways from both parties knowing of each other’s presence to the player going unnoticed. This list explains how each method of initiating combat works and what options are available.
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Normal Combat
Combat plays out just as you would expect it to; both parties have been alerted of each other’s presence and they’ve deemed each other a threat. Combat starts with the fastest character acting first with the rest of them acting in according to their Dexterity stat. In the event that two or more characters have the same speed a separate roll using a d20 is made to determine who acts first, and it is determined by the highest to the lowest roll.
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Pre-emptive Strike and Sneak Attack
Players can enter an area and not alert the enemy of their presence. This gives the player a combat advantage and if they so choose to do so they may try to sneak up to the enemy (if using a melee weapon or a weapon that cannot be thrown) and strike them for an automatic critical hit. Sneaking up to the enemy in this manner requires a Perception check ((Players Per+d100)against(Target Per+d100)) and if the player succeeds on the roll they make their way to the enemy and can deliver the attack. However if they fail the roll the target notices them and normally combat is initiated however the player has a free turn regardless of the outcome.
However, if the player is using a ranged weapon such as a crossbow or gun so long as the target is in the weapons range the player can attack the target without having to risk being detected. A character with a gun and the right accessories equipped to the weapon has even more options available to him or her however this will be explained in a later section.
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Ambushed
There will be times where the player will fail to detect an enemy in the room, be that because they’re using the shadows to conceal themselves, using some spell or item or because there is no light in the room. Whatever the case may be the player will be considered to have been ambushed. Much like the player being able to perform a sneak attack on the enemy, an enemy character can perform a sneak attack on the player and even if they do detect the enemy it will still have a free turn at the start of combat.
[04.brk]
Turn Breakdown
As mentioned above combat can be broken down into individual turns played out by each of the characters in the battle. However, those individual turns that make up a combat turn can be broken down further into a ‘Movement Turn’ and an ‘Action Turn’.
Movement Turn
As the name suggests this turn is primarily used to allow the player to move his or her character around the combat area. However the player can also use this turn to perform several other tasks including switching his or her weapon or changing their armour. Normally characters (players as well as monsters/NPC’s) can only move one square per turn, however there are several feats that the player can choose to increase the distance they may travel during their movement turn. Some monsters naturally can move more than one square.
Action Turn
This turn is used exclusively for the character to perform an action; be that a simple attack to one of their skills or spells as well as using an item such as a potion or a battle tool. There are feat’s that give the players additional skills to use, which mostly are using to customise their basic physical attack.
A note; a ‘Movement Turn’ may be dropped on the characters turn to allow them to perform a ‘Full Round Attack’. This allows the player to double the amount of attacks they can deal with their basic physical attack. Normally a player can only deliver one attack (two if they’re equipped with a weapon in each hand) however certain weapons allow the character to attack more than once and if the character has double the speed of the target s/he can perform an additional turn (either a movement or action turn). Naturally if the player has triple they can perform yet another turn and so on.
[04.dmg]
Damage, Healing and Death
As expected with combat your character will sustain damage and more than likely will eventually be knocked unconscious. Luckily there are a few options available to you depending on the type of character you have made.
The option available to every character regardless of class is restorative items. With these characters will be able to restore a set amount of HP depending on the strength of the item. Restorative items come in many forms, from potions to food and even healing balms and salves. And they not only restore HP they can also cure status ailments; however they will be explained later on.
Another option is spells and skills however this is class-dependant and nearly all healing abilities will cost MP depending on how powerful the skill is. Though, so long as you have the MP or have a way to restore lost MP you will have a constant way to recover lost HP. As well as actual healing spells there are spells that can siphon off HP and even MP from a target and give it back to the player.
Though eventually you will fall in battle, but what happens after? Well as mentioned earlier the character will receive a 25% experience point deduction for losing the battle as well as losing 10% of the money they are currently carrying. However, their equipment and any items left will not be touched. Characters will also be unconscious for 1 turn and depending on what they were battling depends on where they end up. If the character was knocked unconscious by a normal enemy they will wake up in the room that they were defeated in, however if they were defeated by a ‘Mid-Boss’ or a ‘Boss’ then they will wake up outside the room they were defeated in. And if they were defeated by a ‘Boss’ they will not suffer an experience point or money deduction; however the character would still incur the 1 turn penalty.
[04.sts]
Status Effects
During battle characters may come under a variety of ailments, or status effects, due to an attack or spell. While most status effects are harmful in nature, such as dealing HP damage or even reducing a stat, some are beneficial. Though, even some of the harmful status effects can be turned into a positive effect with the help from a piece of equipment or even certain spells/skills and feats.
Poison
In Battle – During battle poison deals 5% HP damage (rounded up) at the start of every turn until it is healed. Poison continues to deal damage until the character is reduced to 1 HP; it then stops dealing damage until HP has been restored.
Outside Battle – Poison deals 5% HP damage (rounded up) even outside of combat, and just like in battle poison continues to do damage until the character is reduced to 1 HP.
Darkness
In Battle – During battle darkness halves the accuracy of the character inflicted with the status effect until it is healed. As well as that it also lowers the characters Perception stat to 1 for all checks that require vision.
Outside Battle – Just as it does during battle, darkness lowers the Perception stat of the character inflicted with it to 1 for all checks related to vision until it is cured.
Paralysis
In Battle – During battle paralysis halves the characters Dexterity stat. As well as that characters have a 50% chance of being unable to attack at all during combat, however they can still use items freely. Characters also have their movement range reduced to one square per movement turn.
Sleep
In Battle – During battle any character that is inflicted with the sleep status is unable to attack until they wake up. During this time any other character can attack them once to deal an automatic half-critical hit (1.5x damage), however this wakes the character up. Sleep lasts for 3 turns if they haven’t been cured of it by the use of a spell/item or being attacked and after that they have 25% chance of waking up normally.
Silence
In Battle – During battle any character that is inflicted with the silence status is unable to perform spells. This status effect lasts until it is cured either with an item or by another characters spell.
Barrier
In Battle – This status effect halves the damage any physical attacks deal to the character for 3 turns.
Magic Barrier
In Battle – This status effect halves any damage magical attacks deal to the character for 3 turns.
Regenerate
In Battle – This status effect restores 10% HP at the start of every turn for the character that is inflicted with it. Regenerate lasts for 5 turns.
Haste
In Battle – This status effect doubles the characters Dexterity stat as well as doubles the distance that they can move in a single turn. Haste lasts for 2 turns.
There are more status effects than these, these ones are just the most common.