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Combat https://atascosita.net/viewtopic.php?f=3&t=3 |
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Author: | Zaboo [ Tue Nov 20, 2012 7:09 pm ] |
Post subject: | Combat |
Depending on your character level the damage you roll may vary. Levels 1-20 must roll 1d20 damage when they are hurt. Levels 21-40 must roll 1d40 damage when they are hurt by someone of Level 21-40. ** We know this makes little sense ICly but we did " . " this for two reasons. 1) People are getting so strong that fights/spars would take hours. 2) Veterans would squash newer members and we would never get any new memberships! ** 1 - All forms of aggression, such as fighting, are to be done through dice roll of 1d100. A dice roll of 30 or higher indicates a hit required to be defended against. Fighty Fighterton types \" roll 1d100 " . " to hit Paladin Drax over the head, needing over a 30 to succeed \" Fighty Fighterton gets \" Fighty Fighterton rolls 1d100 to hit Paladin Drax over the head, needing over a 30 to succeed, and gets 78 \" 2 - All attacks that result in a roll of 30 or higher MUST be countered by the roll of 1d100. A dice roll equal to the attack roll or higher indicates a successful counter. Defense bonuses (such as armor and books) do NOT stack with defense spells, unless otherwise stated in the spell's description. Paladin Drax types \" roll 1d100 to counter Fighty Fighterton's hit, needing over a 78 to succeed \" Paladin Drax gets \" Paladin Drax rolls 1d100 to counter Fighty Fighterton's hit, needing over a 78 to succeed, and gets 45\" Paladin Drax did NOT make the counter. 3 - All failed countering furres MUST roll their damage with 1d20 or 1d40 (Depending on their level). The resulting roll is the amount of damage received. Paladin Drax types \" roll 1d40 to find his damage from Fighty Fighterton's hit \" Paladin Drax gets \" Paladin Drax rolls 1d40 to find his damage from Fighty Fighterton's hit, and gets 35\" Paladin Drax suffered 35 points of damage. 4 - Turn changes and the countering furre now becomes the attacker. Paladin Drax now gets to attack Fighty Fighterton. Fighty Fighterton must counter and possibly take damage. 5 - Battle continues until one of the combatants exhaust their Hit Points for their Level. Move it or Lose it rule If a furre has not taken his roll when it has been his turn for 5 minutes or longer, combatants have the right to skip their turn in combat. This is to prevent chatting or stalling for time, and is purely optional- do not apply this rule if the 5 minutes has been spent talking about rules regarding combat or to penalize a particularly slow typist. |
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