Battle Rules
Dec 3, 2012 9:28:22 GMT -6
Post by Cloud Strife on Dec 3, 2012 9:28:22 GMT -6
---Edited February 5th 2013: Color Formatting and new Pass Phrase Word for the Character Templates : Tamesis
NOTICE: This is a system for Official and Judged battles only; when it comes to random role play battles, you can choreograph such things how you would prefer, but Encounters and Skirmishes will be handled in this way.
Basic Rules for Battles will be outlined at the bottom of this post.
Hello, everyone. Sorry for the wait on this, but I'm getting the ball rolling on the damage system so we can have fair fights!
Health Points
Player Characters start out with 50 Health Points in a sanctioned battle or random encounter/boss fight.
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Damage Levels
Administration, upon discussion of the present applications and all future applications, will assess the level of damage done by any given attack, and all effects defensive attacks will have on attacking opponents and your Player Character.
The levels are as follows.
Note: Normal attacks listed as punching, kicking, slashing, etc will be done as 3 points of damage.
Physical -
Does 3 points of damage
Low -
Does 4 points of damage (3 or less Post Cooldown)
Medium-
Does 5 points of damage (4 Post Cooldown)
High-
Does 7 points of damage (5 Post Cooldown)
Extreme-
Does 10 points of damage (6+ Post Cooldown)
Note : One or two exceptions may be made due to weapons/job class (mage/summoner/keyblade master, etc) upon request. However, we will request you give a reason for the lowered Cooldown requirement in your profile/attack request. This will not allow you to get an entire list of class amped attacks, but possibly one or two.
Now, how will we determine what attacks do to each character? Simple!
Say there are two Shadows fighting. The first one sinks into the ground, then pops up and slashes at the other. Normal attacks do 3 points of damage, and keep in mind, the other Shadow could dodge. But, let's say that the attack lands.
Post 1:
The Shadow lurched forward and slashed out to the other Shadow in aggression.
Post 2:
The opponent Shadow took the slash, attacked by surprise, tumbling backwards.
Staff post:
Shadow1
||||||||||
HP: 10
Shadow2
||||||||||
HP: 7
^ For every two posts, staff watching the thread will calculate damage for you, just as the innate mechanics of a video game does.
Basic Battle Guidelines :
- Each character gets three (3) actions in a post.
This is including but not limited to attacks, dodges, form changes, summons, dancing, coffee breaks, and nap time.
- Three Dodges, then Rest.
So, let's say Cloud (That's me) comes at you with three attacks. You can dodge all three! However...
Once three dodges are used, no matter how many posts it takes to use these three dodges, you cannot dodge the post after the third is used. This keeps things from being one sided and overly long and drawn out. Certain techniques can raise or lower the amount of actions you have in a single turn; in which case, during THAT TURN, more dodges are allowed. However, the turn after the third (+) dodges; there are no dodges. It's a rest turn.
- Summon Basics
Summons, after being summoned, have their own move set of two (2) moves per post, but cannot block, and can only dodge under special circumstances, since most are bigger than some houses. Durations and Cooldowns for Summons should be considered as a display of their strength; The lower the duration/higher the cooldown, the stronger they are. Keep this in mind as you are applying for Summons.
- Form Changes and Transformations
Form changes do not cost you a move; however any special attacks/techniques the form has will be counted as part of your 8 or 5 total attacks and they must also be listed at the bottom with your Cooldowns and Durations as illustrated above in my example.
- Combos Are Allowed; But Within Limits.
Unless an Official Battle/Tournament has special guidelines, Combos are allowed. A Combo is increasing the damage value of an attack by using two (or more) attacks together. Some combos are physical; for example, using Omnislash and Omnislash 5 together; other combos are magical; for example, using Water and Thundaga together. The third words you need are 'among the.' In such cases, the damage, if it connects, will be multiplied by +1.5 (one and one half), rounded to the nearest whole number. Unless you have a technique that changes how many actions you have, only 1-2 combos will be accepted per battle post.
Combo Calculations Example:
Water = 3 Dmg
Blizzard = 3 Dmg
Thundara = 4 Dmg
_______________
Total = 10 Dmg x 1.5 (Combo Bonus) = 15 Dmg for this post!
Note: Combos can still be dodged or partially dodged; in which case the combo is broken and the 1.5 is not added. So be careful not to make your combos too huge or they'll be easier to break!
The purpose of these rules is to make the battles more about strategy and fun than letting it be hearsay and turning into a proverbial grudge match cause we don't know how much damage is done. Remember to have fun!
NOTICE: This is a system for Official and Judged battles only; when it comes to random role play battles, you can choreograph such things how you would prefer, but Encounters and Skirmishes will be handled in this way.
Basic Rules for Battles will be outlined at the bottom of this post.
Hello, everyone. Sorry for the wait on this, but I'm getting the ball rolling on the damage system so we can have fair fights!
Health Points
Player Characters start out with 50 Health Points in a sanctioned battle or random encounter/boss fight.
||||||||||||||||||||||||||||||||||||||||||||||||||
Damage Levels
Administration, upon discussion of the present applications and all future applications, will assess the level of damage done by any given attack, and all effects defensive attacks will have on attacking opponents and your Player Character.
The levels are as follows.
Note: Normal attacks listed as punching, kicking, slashing, etc will be done as 3 points of damage.
Physical -
Does 3 points of damage
Low -
Does 4 points of damage (3 or less Post Cooldown)
Medium-
Does 5 points of damage (4 Post Cooldown)
High-
Does 7 points of damage (5 Post Cooldown)
Extreme-
Does 10 points of damage (6+ Post Cooldown)
Note : One or two exceptions may be made due to weapons/job class (mage/summoner/keyblade master, etc) upon request. However, we will request you give a reason for the lowered Cooldown requirement in your profile/attack request. This will not allow you to get an entire list of class amped attacks, but possibly one or two.
Now, how will we determine what attacks do to each character? Simple!
Say there are two Shadows fighting. The first one sinks into the ground, then pops up and slashes at the other. Normal attacks do 3 points of damage, and keep in mind, the other Shadow could dodge. But, let's say that the attack lands.
Post 1:
The Shadow lurched forward and slashed out to the other Shadow in aggression.
Post 2:
The opponent Shadow took the slash, attacked by surprise, tumbling backwards.
Staff post:
Shadow1
||||||||||
HP: 10
Shadow2
||||||||||
HP: 7
^ For every two posts, staff watching the thread will calculate damage for you, just as the innate mechanics of a video game does.
Basic Battle Guidelines :
- Each character gets three (3) actions in a post.
This is including but not limited to attacks, dodges, form changes, summons, dancing, coffee breaks, and nap time.
- Three Dodges, then Rest.
So, let's say Cloud (That's me) comes at you with three attacks. You can dodge all three! However...
Once three dodges are used, no matter how many posts it takes to use these three dodges, you cannot dodge the post after the third is used. This keeps things from being one sided and overly long and drawn out. Certain techniques can raise or lower the amount of actions you have in a single turn; in which case, during THAT TURN, more dodges are allowed. However, the turn after the third (+) dodges; there are no dodges. It's a rest turn.
- Summon Basics
Summons, after being summoned, have their own move set of two (2) moves per post, but cannot block, and can only dodge under special circumstances, since most are bigger than some houses. Durations and Cooldowns for Summons should be considered as a display of their strength; The lower the duration/higher the cooldown, the stronger they are. Keep this in mind as you are applying for Summons.
- Form Changes and Transformations
Form changes do not cost you a move; however any special attacks/techniques the form has will be counted as part of your 8 or 5 total attacks and they must also be listed at the bottom with your Cooldowns and Durations as illustrated above in my example.
- Combos Are Allowed; But Within Limits.
Unless an Official Battle/Tournament has special guidelines, Combos are allowed. A Combo is increasing the damage value of an attack by using two (or more) attacks together. Some combos are physical; for example, using Omnislash and Omnislash 5 together; other combos are magical; for example, using Water and Thundaga together. The third words you need are 'among the.' In such cases, the damage, if it connects, will be multiplied by +1.5 (one and one half), rounded to the nearest whole number. Unless you have a technique that changes how many actions you have, only 1-2 combos will be accepted per battle post.
Combo Calculations Example:
Water = 3 Dmg
Blizzard = 3 Dmg
Thundara = 4 Dmg
_______________
Total = 10 Dmg x 1.5 (Combo Bonus) = 15 Dmg for this post!
Note: Combos can still be dodged or partially dodged; in which case the combo is broken and the 1.5 is not added. So be careful not to make your combos too huge or they'll be easier to break!
The purpose of these rules is to make the battles more about strategy and fun than letting it be hearsay and turning into a proverbial grudge match cause we don't know how much damage is done. Remember to have fun!