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Posting Requirments - Combat and Battle -

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Posting Requirments - Combat and Battle - Empty Posting Requirments - Combat and Battle -

Post by GM Mon Jan 23, 2017 10:33 pm

To explain the system for combat and battles, what's expected out of a post needs to be brought to light first.  A typical post is a minimum of one paragraph or six simple and complex sentences.  Generally more advanced role players will have posts much more lengthy than the minimums.  All characters start out with three action points per post.  A good rule of thumb would be to use those action points as needed for defense, movement, and attack.  Speech is a free action that can be done as much as the user wishes.  While all three action points can be used for attack, it is not recommended as the character would literally be stand in one spot flailing about.  While in any form of combat it's a good idea to structure posts as:  defense: counter/block/dodge/parry ---> movement = charge/dodge/lung ---> attack: slash/stab/smash.  If not attack was received a good strategy would be movement: lung ---> attack: slash---> attack: stab.


Last edited by GM on Mon Jan 23, 2017 11:21 pm; edited 2 times in total

GM
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Posting Requirments - Combat and Battle - Empty Combat

Post by GM Mon Jan 23, 2017 10:33 pm

While in combat or a situation which can lead to combat a user must roll a die with the post.  1-2 is a bad roll and have a bad result. 3-4 is a neutral roll and will have a neutral result.  5-6 is a good roll and will come with a good result.  Once all player make a post and roll, the GM or game master will give the character a disadvantage, neutral vantage, or advantage based on the cleverness, content, and quality of the post.  The GM will make a master post giving the calculated results for the posts of all participating in the thread.  Results are determined by both the dice roll and the advantage system given by the GM.  A neutral result (the most likely) will cause the character's attempted actions to go as listed above.  An advantaged will give a modifier of +2 raising a 1 to a neutral 3 and a 2 to a 4 and so on.  The higher the number the better.  Being given a disadvantage will lend the character a modifier of -2.  A 2 with a disadvantage will lead to a critical doing double damage while a 1 with a disadvantage is also double damage but also a knockout, if the characters health hasn't already gone below zero.  An advantage with a 5 rolled will increase any resulting damage by half and with a 6, damage output will be doubled.  A character rolling a neutral 3 or 4 with 10sp strength hitting a character with 0 endurance, who rolled a neutral 3 or 4 would do 10 damage, taking away 10 health from the defending character

Neutral Modifiers:

Attack:
6=+20%
5=+10%
4=0
3=0
2=-10%
1=-20%

Defense:
6=-20%
5=-10%
4=0
3=0
2=+10%
1=+20%

Advantage Modifiers:

Attack:
6=double
5=+50%
4=+20%
3=+10%
2=0
1=-10%

Defense:
6= -90%
5=-50%
4=-20%
3=-10%
2=0
1=+10%

Disadvantage Modifier:

Attack:
6=+10%
5=0
4=-10%
3=-20%
2=-50%
1=-90%

Defense:
6=-10%
5=0
4=+10%
3=+20%
2=+100%
1=+100% and knockout

GM
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Posting Requirments - Combat and Battle - Empty Militray Battles

Post by GM Mon Jan 23, 2017 11:38 pm

Battle goes pretty much the same as combat as far as how to post and the advantage system.  That is where the similarity ends.  To determine the attack, defense, and health of an army you need to add up the total stats of the individual units.  Each until has a specific attack, defense, and health dependent on what the unit consists of.  A unit of 50 knights would likely have higher stats (Atk-Def-Health) than a unit of 50 horsemen.  If you don't know the difference between the two I recommend looking up different types of ancient military until.  Both the number of units and the type of unit decides both stats and price.  Two units of 50 knights would have a less in stats than one group of 100 knights and thus would be giving an advantage.  However if the two units split and preformed a pincer on the 100 knights, the advantage would switch to the set of 50 knights.  Purchased units may not be split apart, so while they have a numerical power advantage, they are less flexible in the heat of battle.  Units may be purchased with honor or gold.  The maximum number of units is determined by the user's character's (commander) leadership stat.  The prices for units will be found in the military shop in the Gift of the Warrior forum. *Note* While a larger force or clever move may not be given an outright advantage by the GM it will be factored into the GM's post. If the 100 knights went head on with the set of 50 knights, the GM would give the 100 knights something like 45 casualties while the set received 30 casualties each for a total of 60.

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