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Battle Rules

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Battle Rules Empty Battle Rules

Post  Dr. Slavic Thu Aug 16, 2012 12:46 am

--Standard Damage Calculation--
[A] Unit Strength/Magic + Weapon/Spell Modifier - [D] Unit Defense/Resistance
(Never less than 1)

--Critical Hit Calculation--
Random number generated between 1 and 100 every attack. Multiply the attacking unit’s Luck score by .5 for the Critical Hit chance. Subtract that number from 100, and if the number randomly generated is between the newly calculated number and 100, the unit strikes with a critical hit.
i.e. Luck score of 0-1 means the number generated has to be 100 for there to be a critical hit. 2-3 means 99 OR 100, and so on so forth.

A Critical Hit ignores the defending unit’s Defense and Resistance on Damage Calculation.

--Double Attack Calculation--
If one unit’s Speed in a battle is twice as much as the opponent’s or more, that unit may attack twice in that battle. If the faster unit is attacking, the unit will attack, the opponent will counterattack, and the attacker will attack the second time. If the faster unit is defending, the slower unit will hit the unit, then the defending unit will strike twice in a row.

--Attack Avoid Calculation--
Random number generated between 1 and 100 every attack. Multiply the defending unit’s Luck score by .5 for the Avoid chance. Subtract that number from 100, and if the number randomly generated is between the newly calculated number and 100, the unit successfully avoids the attack.

--Weapons--
Weapons are one of the two major ways for attacking, and most classes use them. Weapons have a few stats that are important to them in various ways. Weapons have a modifier, which raises the amount of damage you are going to hit with. Weapons also have a number of uses before they break, but they can be repaired before then. Once a weapon is broken, it is useless in battle. Classes can only use certain weapons as well, so an Archer cannot make use of a lance, while a Cavalier can’t do anything with a Short Bow.

--Magic--
Magic works similarly to weapons, however magic is less common and more diverse, with each subgroup of magic featuring a wide range of abilities. Elemental Magic is the basic magic used to attack units, featuring basic damage-dealing spells with occasional effects, using the powers of fire, ice, earth, darkness, etc. Call Magic is used for more indirect combat, creating things out of thin air or phasing things into existence. This can range from teleportation to creating mystical floating weapons to raising the undead. Effect Magic is used to indirectly harm and hinder units, poisoning or paralyzing them, or similar things. Heal Magic allows the unit to heal themselves or an ally, or occasionally other effects, such as sucking the life from an opponent. Magic also has a number of uses, however instead of being repaired, it must be altogether replaced once a tome, staff, or other such object is used up.

--Battling--
To start a battle, two tacticians must both agree on the challenge and decide the place and terrain they wish to battle in. They must also agree how many units both tacticians will use, though not necessarily the same number for each. Once they have decided on these options, the two must request a judge in the proper forum. Once they have, the judge will start the battle, and based on a coin flip or something of that manner, the judge decides who goes first. The battlefield is set up in an array as shown below.

{ } { } { } { } { } { } { } { } { } A
{ } { } { } { } { } { } { } { } { } B
{ } { } { } { } { } { } { } { } { } C
{ } { } { } { } { } { } { } { } { } D
{ } { } { } { } { } { } { } { } { } E
{ } { } { } { } { } { } { } { } { } F
{ } { } { } { } { } { } { } { } { } G
{ } { } { } { } { } { } { } { } { } H
{ } { } { } { } { } { } { } { } { } I
{ } { } { } { } { } { } { } { } { } J
{ } { } { } { } { } { } { } { } { } K
{ } { } { } { } { } { } { } { } { } L
-1---2---3---4---5---6---7---8---9-


The color of the brackets will change to show the terrain, and the dimensions of the battlefield are not limited to a 9 x 9 array. Letters will be put in the brackets to show where different units are, as decided by the judge, and then the first tactician takes their turn.

--Battle Turn--
In a turn, a tactician may take a number of actions. The first stage of a turn for any unit is the movement stage, where the unit can move a number of squares equal to or less than their Movement score. A unit does not need to move in a turn, but if it chooses to, it must do it at the beginning of the turn, with the exception of mounted units. After moving, if the unit is within range of an opposing unit, the unit may attack to try and deal damage to the opponent. Units can also heal an ally instead of attacking in a turn if they desire, or can trade items with an adjacent ally. A tactician must also declare when they switch weapons on a unit, as that is also an action. You may also use an item a unit has for that unit’s action. If a mounted unit did not use all of their Movement squares up before taking an action, they may move a number of squares equal to half of what was remaining after taking their action. Once the player has taken the turn, the judge updates the battlefield. This system continues until the battle is over. A battle is over once one tactician no longer has any units left standing, or they have forfeited the match.

--Rewards--
Based on the results of the match, the judge awards both tacticians an amount of Experience and an amount of Gold.

--Levelling--
Tacticians have two sets of levelling to be conscience of; Their own level and the level of their units. Tacticians earn levels and experience from battling, completing missions, and roleplaying, while units gain experience from battling other units inside of battles, as well as missions and roleplaying, similar to the tacticians. Tacticians level up when they reach enough Experience and spend it on a level. When a tactician levels, they gain a new recruit for their squad / army / militia / whatever have you, which they then create as they did their original three. When a unit gains enough experience to level up, they level up right there, and all of their stats go up between 0~3, via random number generator. Whenever a unit reaches a tenth level (10, 20, 30...), they become available to promote, which makes them more powerful and versatile. This can be decided on through the class trees. Units can also be demoted, but it costs a variable amount of money for every demotion. This allows units to take completely different paths if they so wish.

--Afflictionary--
Sleep - A unit who is asleep is unable to move or attack until they wake up.
Constrict - A unit who is constricted is unable to move, attack with weapons, or use items until they are released.
Poison - A unit who is poisoned gradually loses health until they are healed in any way.
Fear - A unit who is in a fear aura cannot be approached by any target within the aura’s range until the aura dissipates.
Wet - A unit who is wet is unable to use Thunder spells without taking damage equal to the spell. However, a Fire spell can dry a unit out harmlessly if cast on self.
Frozen - A unit who is frozen is unable to take a turn until they are thawed out by Fire, Thunder, Gunpowder, or a blunt weapon (Axe, Mace, etc.)

--Minionary--
Minion - A temporary unit with health equal to ¼ of the summoner’s max Health, who takes a turn as normal and fights based on the summoners Magic score.
Sentry - A temporary unit with health equal to ¾ of the summoner’s max Health, who stays in one spot and attacks any opponents that enter its range with damage based on summoner’s Magic score
Swarm - A temporary unit with health equal to ¼ of the summoner’s max Health, who takes a turn as normal and fights based on the summoner’s Magic score. Can only be hit by Elemental Spells.
Dr. Slavic
Dr. Slavic
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Posts : 38
Join date : 2012-08-15
Age : 28
Location : Yttrewer

https://asthos.board-directory.net

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