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Battles

  • Disclaimer

    Just to specify, if it's simply for story based RP purposes, it is not necessary to conduct these rules of engagement. So do not feel obligated to learn this if you are here for the story and not the stats. This group is here to host all kinds of RP's, so if this does not pertain to the RP you are taking part in, you don't have to use the info on this page.
  • Damage Calculation

    It's all pretty strait forward once you look at it...

    As with any stat system, the player with the higher speed stat goes first.
    Note: A players Evasion is an unmentioned stat equal to 10% of their speed. This is not applicable to Monsters.

    Step 1: Player calls out an action.

    Step 2: Attacker's Accuracy is determined by a 1d20 and compared to Target's Evade +1d6.
    **Condition 1: If Target's Evade is at least 10 points higher than Attacker's Accuracy, the attack misses and the attacker's turn ends.
    **Condition 2: If Attacker's Accuracy is 10 points (or more) higher than Target's Evade, the Attack goes through as a hit.
    **Condition 3: If the attacker is attacking with an offensive spell, accuracy and evasion are negated. (This is according to Dragon Quest logic.)

    Step 3: If the attack goes through successfully, Attacker's Attack stat plus the result of 1d6 is compared to Target's Defense stat plus the result of 1d6. This decides the damage to be taken. (Damage can be negated if the Targets defense stat is higher.)
    Spell damage is raw and has no defensive stat to guard against it.
    **Condition 1: If the attacker is using a regular attack or an offensive skill, proceed as normal.
    **Condition 2: If the attacker is using an offensive spell, damage dealt is equal to Magical Might + 1d20 per spell level.
    Example: Spell Frizz is 1d20, Spell Frizzle is 2d20, Spell Kafrizz is 3d20, and spell Kafrizzle is 4d20. There are several types of spells with several different elements and varying levels of strength depending on base, prefix, and suffix. "Ka" is the prefix for almost all offensive spells and the prefix variants tend to be the stronger of the bunch. "le" is the suffix for almost all offensive spells and the suffix variants tend to be only slightly stronger than the basic spells. Spells that have both "Ka" and "le" in them tend to be the best of the best and deal a lot of damage. Some of these even hit more than one target at a time and a few are so powerful that they hit all enemies at once. The drawback being that these overwhelming spells take a LOT of MP to use, so spamming them will quickly drain the caster.

    Step 4: Turn ends and next player is able to act.

    HP does not reset to full after a battle, and if a Character's HP reaches 0 during a battle, they are no longer able to fight and are considered K.O.ed . <a href="http://K.O.ed">K.O.ed</a> characters may revive with 1 HP once the battle is over, and must rest at a medical station, Inn, or Tavern to recover their HP to max.
  • Healing

    Healing consumes 1 turn and deals no damage to the target (Thank you Captain Obvious.)

    Step 1: Player chooses either to use a healing item or healing spell.
    **Condition 1: If the player uses a healing item, they must name that item and roll 1d6. Target is healed by the amount of the item plus the result.
    Examples: Medicinal Herb heals 30 +1d6, Strong Medicine heals 50 +1d6, Superior Medicine heals 90 +1d6, and Special Medicine heals 120 +1d6
    **Condition 2: If the player uses a healing spell, apply Magical Mending (Caster only) plus the level of the spell and heal the Target by that amount.
    Examples: Heal heals 30 +Mending, Midheal heals 75 +Mending, Moreheal (humans only) heals 120 +Mending

    Auto Healing

    It is confirmed that items, abilities, and monster traits that automatically heal wounds a little at a time during battle do exist.

    The Life Bracer is an item that can be equiped to humans and heals the wearer by 25 points of HP at the end of every round.

    Right as Rain is a human use only skill that heals all allies wounds by 25 points at the end of each round. This skill is stackable with the Life Bracer Accessory.

    Reheal is a monster use only skill that heals one ally's wounds every time they act. The amount healed by this skill is equal to their max HP minus the ending digit. To clarify, if the target of Reheal has 230 Max HP, the amount recovered per action will be 23. The amount recovered in this way can not exceed 100 points per action. The effect lasts (1d10) turns.

    Steady Recovery Is a Monsters Only passive trait that acts as a constant application of Reheal. It does not wear off and can be coupled with the effects of Reheal to heal even more HP. However, the recovered amount will never be greater than 100 points per action.