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Battle, Inventory and Special Weapons
Topic Started: Mar 21 2011, 01:24 AM (571 Views)
Gamefling the Rocktastical

II. Battle on the RPG

Battle is the primary form of play on the RPG, and tends to be the inevitable result of two or more players crossing paths. As such, there are a lot of rules that go into battling.

1. Damage on the RPG

At present, the RPG utilizes a pure numerical damage system; any given weapon has a set amount of damage granted to it, and taking a hit means that damage is subtracted from the victim's Hit Points. Should a character's HP hit 0, he/she is considered defeated and unable to continue fighting, though he/she may opt to retreat afterwards.

There are a number of factors that reduce damage, such as blocking (see below) and otherwise, which will decrease the damage taken by a certain amount. Damage reduction is key to surviving fights against foes with superior firepower. Beyond that, any modifications to damage that are agreed upon by all players involved in a fight may be applied if they are required to enhance the RP experience.

A player's options during battle are freeform and limitless, though the most common combat actions are listed in detail below:

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Attack

The player can attempt to perform an attack against the enemy. This is done either using the player's built-in weapons, or via Special Weapons. In either case, the player can ONLY attack with as many weapons as he/she is able to hold in that turn; unless otherwise stated, a weapon WILL take up at least one hand to be used. That said, a player is allowed 3 Attack Actions total per turn, and may use his/her weapons repeatedly to reach this total with impunity.

-Equip Special Weapon: While the player's default weapons are available for use at will, Special Weapons must be selected and equipped before use. Equipping a Special Weapon, whether equipping it to an empty hand or switching it with a weapon already held, uses up 1 Attack Action, which will limit your ability to press your assault if you attempt to juggle weaponry. De-equipping one without equipping a new one in its place is a free action. Of course, this all assumes that the Special Weapon in question requires a free hand to use; the exceptions are few, and the ability to use them without hands will be CLEARLY listed in that weapon's description.

Defend

The player may take defensive actions against any attacks currently being launched at him/her. This can range from dodging to blocking attacks, and while no method is perfect, it can mean the difference between victory and defeat. Typically, blocking is done with one's bare hands(if realistic, for instance you cannot block fire with your hands), and successfully blocking or parrying an attack as such will subtract your Power x2 from the damage that would normally be taken, to a minimum of 1. Using a melee weapon is another good tactic; if a melee weapon's damage is greater than that of an incoming attack, the weapon may be used to block or deflect the attack altogether, completely negating damage. Blocking with a melee weapon is treated as an Attack Action, though, so act wisely. In addition, if your melee weapon is WEAKER than the incoming attack, any attempts to parry with it will fail.

Dodging is a good way to avoid damage altogether, but it must be done sparingly; not every attack can be evaded easily. In addition, dodging TOO much is poor RPing form, and can earn you the ire of your fellow RPers, and may even count as Meta-Gaming or Godmoding if it goes too far. A character with a low Agility stat will be expected to dodge less than those who are faster, but a fast character should not dodge every time either. Logic is your friend when in doubt.

Finally, when blocking or parrying attacks, keep in mind that damage reduction will only apply AFTER the block or parry has been attempted; they do not make incoming attacks easier to parry by reducing their damage first. Also, explosive damage CANNOT be blocked or parried in this way, though it is absorbed by armor. Speaking of explosions, you can avoid damage while being in their area of effect by putting a sturdy object large enough to hide behind between yourself and the center of the blast.

Movement

Of course, the player is able to move around the field. Movement rate is based on your Agility stat; the faster you are, the further you can move in the space of one turn, though this rate is completely freeform. Keep in mind that each turn, minus talking, occurs in the space of about 5-7 seconds at most, so keep your timeframe in mind when determining just how far you move. Not attacking during a turn increases your movement rate per turn even further; if you're beating a quick retreat, it pays to just keep running instead of turning to shoot every so often.

Attack and Movement Together

In summary, one has a single attack action with three available attacks per turn, and one movement action per turn. You may not attack, move, and then begin to attack - once your attack action transitions into your movement action, the attack action is used up. If attacking and moving at the same time, the movement action would be used up once you stop moving, however you could continue attacking until your three attacks in your attack action that turn. If fighting in this manner, attacks aimed at you must be dodged at the beginning of your turn.

Miscellaneous Actions

Support Weapons, Utility Powers, or items that are NOT offensive attacks, are considered free actions, and are limited only by their own built-in restrictions. Most abilities of this sort typically take about a second or two to perform, so be sure you actually have the time to do it! Talking is only a free action if all players involved in the topic agree to not including speech as a time-consuming move. Otherwise, well... hope you're not too chatty.



2. Battle Inventory


While a player can own piles upon piles of various swag and weaponry, he/she cannot take it all with him at once. Instead, he/she has a Battle Inventory, which holds up to 8 separate items, including such things as Health Restores, Energy Refills, and any parts or treasures you may find within a ruin. Special Weapons are not part of the Battle Inventory, and so do not take up a slot in it. The same will apply, of course, to anything that has this mentioned in its description. Be sure to prepare appropriately; you will have no access to the rest of your supplies while in a topic, and will be relying solely on anything in your Battle Inventory. That said, any items you find in a topic can be used to fill empty slots; foraging is a classic survival skill, after all.

Please also note that your Battle Inventory is shared by an entire team of characters in a topic; your primary character and Mecha do not get individual inventories, so be sure to manage your resources accordingly if more than one character is on the field.


3. Special Weapons


Special Weapons are pre-made, Energy-consuming weapons that can be used to improve your overall effectiveness. There are two types to be used: Special Weapons, and Support Weapons.


-Special Weapons: Built to deal damage, pure and simple. Each has its own powers and tricks, so pick the one that's best for you. Most Special Weapons have buyable Upgrades, which improve and alter the weapon's performance, but also tend to increase the Energy Cost, so watch out! Unless otherwise stated, a Special Weapon requires one free hand to use.

-Support Weapons: These are essentially passive add-on abilities that improve mobility, survivability, or some other aspect of a character's performance. These may not be equipped by Mechs, and cannot be upgraded.


A character starts with 2 Special Weapon slots to fill up - that is, they may bring two Special Weapons with them into a topic; the contents of these may NOT be changed in the middle of a topic, and must be clearly listed in the first post of a battle. Meeting certain conditions may supply you with additional slots later on, allowing you to maintain a substantial arsenal. Any and all Special Weapons owned by a player must be listed in his/her signature, complete with any and all Upgrades that are equipped to them. Multiple copies of a Special Weapon may be owned; these must be listed separately.

Special Weapons (but not Support Weapons) also have a Mech Rank; only Mechs of a matching Rank may equip these weapons. See the rules on Mechs for more details on their capacity to use Special Weapons.

It is entirely possible to create your own Special Weapons and submit them for approval - a blank template is provided at the bottom of the Special Weapon list for you to use. After going through the approval process, it will be added to the list. Unless it is deemed otherwise(ie: at a certain level of power), you will be given a free copy of that weapon as its creator, however as all Special Weapons are freely obtainable by anyone as long as they meet the correct conditions, your Special Weapon will not be an exception.

Finally, all Special Weapons require Energy to be used; without sufficient Energy, unless otherwise stated, a Special Weapon will not function at all.
Edited by Infiniti, Apr 13 2011, 12:45 AM.
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