Combat System: Difference between revisions
UmbraNight (talk | contribs) (Created page with "==How does Combat work?== Galudon’s Combat roleplay system revolves around four crucial factors, each playing a significant role in determining your character's performance in battle: '''Constitution''': Represents your hit points, determining your resilience in battle.<br> '''Strength''': Reflects your prowess in delivering attacks during combat.<br> '''Dexterity''': Measures your agility and ability to dodge incoming attacks.<br> '''Scrutiny''': Measures your quick...") |
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====Evasion Points==== | ====Evasion Points==== | ||
* For every 2 points of Dexterity above 6, the player gains | *Bonuses such as the +4 Dexterity bonus from using a Finesse weapon are not counted when determining Evasion Points (EP). | ||
* By spending 1 EP on your turn, you can successfully evade an | *For every 2 points of Dexterity above 6, the player gains 1 additional Evasion Point (EP). | ||
* | =====Using Evasion Points===== | ||
*By spending 1 EP on your turn, you can successfully evade an opponent's attack. | |||
* EP is recovered at the end of a combat scene. | *EP can also be spent to disengage from combat. For every opponent within opportunity attack range (2 Blocks), spend 1 EP to disengage without a roll. | ||
*EP is fully recovered at the end of a combat scene. | |||
===Initiative=== | ===Initiative=== | ||
Revision as of 15:31, 14 August 2024
How does Combat work?
Galudon’s Combat roleplay system revolves around four crucial factors, each playing a significant role in determining your character's performance in battle:
Constitution: Represents your hit points, determining your resilience in battle.
Strength: Reflects your prowess in delivering attacks during combat.
Dexterity: Measures your agility and ability to dodge incoming attacks.
Scrutiny: Measures your quick wit and initiative order.
In any combat scene, Roll Strength ability total to hit, and Dexterity to dodge. The highest roll prevails. You have the freedom to flavour these rolls according to your character's unique abilities as long as the essence of the game remains intact.
When a player hits 0 HP, they are incapacitated and require healing. While a killing blow can be dealt, it's not mandatory. If your character dies, there's no need to worry! Revival is possible within the game's Revival Mechanics, providing a safety net and allowing players to focus on the thrill of combat rather than the dread of permanently losing a character.
Advantage vs Disadvantage
Now, let's discuss a crucial part of increasing your chances of succeeding in our CRP system: Advantage and Disadvantage. Influenced by Talent Point Investments and Skills, these modifiers can turn the tide of battle in your favour or against you.
- Disadvantage: Players incur a disadvantage in various ways, either using weapons and skills they aren’t proficient in or being under the effects of an ability or spell. This requires rolling two Ability Total rolls, using the lower of the two results.
- Advantage: Advantage provides a boon to characters with certain Talent Point investments or Skills. In this case, players roll two Ability Total rolls, selecting the higher result for their attack.
- Opportunity Attack: An attack of opportunity occurs when an opponent seizes the opportunity to strike with advantage. This reaction triggers if a player moves 2 blocks away from their opponent within their turn. Essentially, the opponent can attack with advantage, meaning they have a better chance of hitting their target.
Movement
- Disengage Action: Players must take a disengage action to utilise their full movement potential and leave combat. When a character attempts to disengage, they must roll their Dexterity against the Dexterity of opponents within range. Failing this check allows the opponent to launch a free out-of-turn attack against the fleeing character, with Advantage, if the attacker's Dexterity roll exceeds that of the fleeing character. When a player intends to move more than 15 blocks away from their opponent, they must roll disengage or return to their previous spot.
Evasion Points
- Bonuses such as the +4 Dexterity bonus from using a Finesse weapon are not counted when determining Evasion Points (EP).
- For every 2 points of Dexterity above 6, the player gains 1 additional Evasion Point (EP).
Using Evasion Points
- By spending 1 EP on your turn, you can successfully evade an opponent's attack.
- EP can also be spent to disengage from combat. For every opponent within opportunity attack range (2 Blocks), spend 1 EP to disengage without a roll.
- EP is fully recovered at the end of a combat scene.
Initiative
The initiative system in Galudon's combat ensures a fair and dynamic combat environment where every player's action is meaningful and contributes to the flow of the game. At the outset of combat, all players roll their Scrutiny Ability Total to determine the initial attack order.
- Tiebreaker: In the event of a tie, the tied players roll initiative again to resolve the deadlock and determine the precise sequence of combat actions.
Magic/Range
- Standard Range: By default, all ranged and magical attacks have a maximum range of 15 blocks (emote range). Exceptions may exist based on specific Talents or Skills detailed in the system.
Skills
In some cases, Talent Point Investments may grant your character particular skills. These skills have their own mechanics and cooldowns and may be found on the Skills page.