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Combat Rules

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Combat Rules Empty Combat Rules

Post  SSJ57G Sat Mar 05, 2011 6:57 pm

How Turns Work
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1. The person with the highest Spd goes first. The attack order in general is decided via Spd stats. And yes, this changes as the fight goes on as people use power-ups and that sort of thing.
2. That player's turn is offense, but he or she can take preemptive defensive actions (getting ready to defend an oncoming melee attack, adds +3 to the likelihood of the defense working) during the offensive phase of the Melee round. Each player gets a set amount of actions per melee round, which can be increased by powering up or doing different things.
3. The next-in-speed goes next, and takes their actions. If the first player has actions left over, he or she can then have their character do more. If this player is going to be attacked, he or she can also set up a counterattack that will take effect on the next turn at no cost to his melee actions for THIS turn. However, he or she will use two actions during their next turn.
4. The combat continues in a matter similar to this until the fight is won.
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General Combat Rules
1. Both players "roll" a 1D20 and add whatever stat corresponds to that action. A physical attack roll would use the Strength attribute. An energy attack roll would use Prowess attributes. A block roll takes the Endurance stat, a dodge roll, Prowess, and so on.
2. Whoever is lowest gets hit.
3. If the roll is a natural 20 (that is, no other bonuses are applied), the attack does double damage.
4. All of the actions don't need to be used up all at once. There is a window a person can use to decide what they can do, if they have already "went" in that round but did not use up all their combat actions.
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Offensive Actions
1. Move in relation to a target: No matter what, be it for offense or defense, this takes up an action only if you use it to ram full-force into your target.
1. That means a Full Speed Collision would deal equivalent damage to both players, provided the tackle hits. To make sure it hits, it's an attack vs. dodge or block roll. Modifier for pre-emptive block or dodge will not work.
2. Physical attack: To do this, you must be within melee range (this itself does not take a melee action) of your target. An attack from the upper body (waist up) does 1D4 damage and an attack from the lower body (waist down) does 1D6 damage.
3. Charged Physical Attack: Same as above, only at least 1 point of Ki is used in the attack. The attack gains damage equal to the Ki used if it hits (a kick does 1D6 + Ki used in damage). This attack effectively ignores M.D.C. if the target has it. To the attacking roll, the user gains the bonus of half the Ki used, rounding up to the nearest whole number.
4. Grab: It falls under similar conditions as above, since all actions taken against the target are made at the target's mercy. It works exactly the same as the Energy Bindings Ki technique, only the attacker and defender can wrestle for control of the grab. Whoever's in control can toss their target away, slam their target into the ground, pummel the loser, etc.
5. Energy attack: This action does not mandate you to be close to your target. The Prowess attribute vs. whatever defensive attribute is done here.
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Defensive Actions
1. Move in relation to the enemy: Same as above.
2. Counterattack: See any of the offensive actions above and act accordingly if this is the route you wish to go. If the roll is equal, a few things may happen. See "Counterattack Rolls".
3. Block: Reduces damage by one-half if the attack hits the player directly.
4. Dodge: If the roll is successful, all damage is evaded (barring Blast Radius damage).
5. Special Dodge: See: Teleport and see: Dodge. All damage is evaded, period. You must know teleport to do this.
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General Actions
1. Activate skill/item: Requires a melee action to use this option.
2. ???
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If the rolls are equal:
Energy vs. Energy: A beam struggle occurs. It lasts until one of the combatants out-rolls another (1D20 + Ki in beam) by at least 50%. The loser takes the damage of the winner's subtracted from half of the loser's. The Ki used in the beam can be increased to boost the roll. The value of the roll is also increased based on what power-ups are in use. If one of the rolls is a natural 20, then both attacks are blown back at the loser for full damage of each. If both of the rolls is, however, then
Physical vs. Physical: A 1d2 is flipped (coin). If the result is 1, both combatants hit each other for full damage. If the result is 2, the attacks cancel each other out.
Energy vs. Physical: The energy attack hits.
Charged Physical vs. Physical: The charged physical attack automatically wins.
Charged Physical vs. Charged Physical: Both of the energy-enhanced fists detonate in the center, and both combatants suffer the average of the two attacks as damage. Once again, M.D.C. is ignored.
Charged Physical vs. Energy: See the beam struggle rules, but the charged physical has a -5 to whatever roll he has. In addition, the energy attack only needs to beat the charged physical attack by 25% for normal damage, and 50% for the extra damage mentioned above.
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SSJ57G
SSJ57G
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