Post by Ichibey on Apr 22, 2022 11:18:53 GMT
COMBAT SYSTEM: RULES OF ENGAGEMENT
Hold it! Before you fight, read these rules.
Hold it! Before you fight, read these rules.
RPG Combat can be a dizzying thing if not executed properly. Which is why we here at Puella Magi Lyrical Encounter are doing everything we can to make your fighting experiences as doable as possible. Learn how to play the game through our Rules of Engagement!
COMBAT ROLEPLAY AND ETIQUETTE
Let's just start off by saying we assume you joined this group to have FUN. Well, that is our top priority here. And while different people have different standards of what fun is, we're assuming you consider written roleplay and collaborative story writing as fun. That is what we offer primarily, after all. Now, if you enjoy playing with RPG systems as well, that's awesome! Feel free to let us know if you think you can contribute to the improvement of this system and its balance.
This section is a short guide on how one will be integrating the enjoyment of flexing those creative juices in writing, with the mechanics we have built to make things fair. Because as much as we love writing with a sweet story, it is this administration's belief that freeform PVP is not suited to groups exceeding a certain size and requires a certain closeness for them.
With that out of the way, let's get to it!
NARRATIVE FLEXIBILITY
One part of our game that we emphasise, is the importance of what we call NARRATIVE FLEXIBILITY. What does this mean? Well, as you will see in the upcoming threads of our rulebook, we have a rather modest selection of spells, skills, items, and other such mechanical elements. Since our players will no doubt have unique character ideas with varying narrative quirks, these premade build elements probably won't all perfectly match your character idea.
NARRATIVE FLEXIBILITY allows a player to roleplay a given mechanic as something different in their narrative, so long as the roleplaying fits with the intended effect of the mechanic.
For example, Reinforce might have the Consumable Item "Noodle Canister", which restores 25 Mana, in her Inventory. Based on her character, she might have a more efficient way of restoring her Mana than simply gobbling up a can of instant noodles. She might prefer to use a can of pure Mana instead, or even assimilate Mana directly from the air, if the battle has already been going on for a while. On the other hand, Subaru could very well roleplay the Basic Spell "Mana Collection" as opening up and consuming a fully packed bento box!
While this makes roleplay much more liberating than just sticking to the various item, skill, and spell descriptions, there are limits. Again, the roleplay must fit thematically with the intended effect of the mechanic. For example, Homura might be able to use the Item "Golf Club" on her Direct Ranged Attack (B) to roleplay a burst of hollow-point ammunition from a submachine gun. She can't roleplay it as using a Flammenwerfer. Sorry, Hans. Bullets can break your bones. Flammenwerfers werf flammen. Two totally different things.
That being said, a thematic fit doesn't necessarily mean a literal fit. For example, "Freeze"'s effect is to double the Mana/EP required for an Attack Spell. This can be achieved by a number of ways aside from literally freezing a target. For example, it could also be the result of being affected by a gravity-altering spell that increases the effort required to attack. An attack failing to equal or defeat your Defence results in a missed attack, which does no damage, but requires you to roleplay actively protecting yourself. Lets say the attack was a sparkly pink beam. You could very well depict that as casually stepping out of the way using Homura-style time hax, raising a magical shield to block it, or punching it so hard with your genetically enhanced body that it gets redirected into a building.
So with this brief guide in mind, feel free to go wild on what flavourful roleplay you give to your mechanics! This element's goal is to help you have fun!
One part of our game that we emphasise, is the importance of what we call NARRATIVE FLEXIBILITY. What does this mean? Well, as you will see in the upcoming threads of our rulebook, we have a rather modest selection of spells, skills, items, and other such mechanical elements. Since our players will no doubt have unique character ideas with varying narrative quirks, these premade build elements probably won't all perfectly match your character idea.
NARRATIVE FLEXIBILITY allows a player to roleplay a given mechanic as something different in their narrative, so long as the roleplaying fits with the intended effect of the mechanic.
For example, Reinforce might have the Consumable Item "Noodle Canister", which restores 25 Mana, in her Inventory. Based on her character, she might have a more efficient way of restoring her Mana than simply gobbling up a can of instant noodles. She might prefer to use a can of pure Mana instead, or even assimilate Mana directly from the air, if the battle has already been going on for a while. On the other hand, Subaru could very well roleplay the Basic Spell "Mana Collection" as opening up and consuming a fully packed bento box!
While this makes roleplay much more liberating than just sticking to the various item, skill, and spell descriptions, there are limits. Again, the roleplay must fit thematically with the intended effect of the mechanic. For example, Homura might be able to use the Item "Golf Club" on her Direct Ranged Attack (B) to roleplay a burst of hollow-point ammunition from a submachine gun. She can't roleplay it as using a Flammenwerfer. Sorry, Hans. Bullets can break your bones. Flammenwerfers werf flammen. Two totally different things.
That being said, a thematic fit doesn't necessarily mean a literal fit. For example, "Freeze"'s effect is to double the Mana/EP required for an Attack Spell. This can be achieved by a number of ways aside from literally freezing a target. For example, it could also be the result of being affected by a gravity-altering spell that increases the effort required to attack. An attack failing to equal or defeat your Defence results in a missed attack, which does no damage, but requires you to roleplay actively protecting yourself. Lets say the attack was a sparkly pink beam. You could very well depict that as casually stepping out of the way using Homura-style time hax, raising a magical shield to block it, or punching it so hard with your genetically enhanced body that it gets redirected into a building.
So with this brief guide in mind, feel free to go wild on what flavourful roleplay you give to your mechanics! This element's goal is to help you have fun!
ROLEPLAYING ATTACKS
When writing an attack against a person, never roleplay hitting your opponent. This isn't just a matter of trust, but because of how attacks are resolved during the target's turn. Writing about how you hit Fate in the head, or even how you missed her by a hair, is not up to you to decide. Your opponent can still use a Reaction to avoid the attack, or negate all the damage with a shield, for example.
Stick to writing your attempt at hitting them. Describe how the swirly pink sparkles coalesce into a giant ball of friendship bigger than you are. Write about the giant pink beam that heads in your opponent's direction when you release it, tearing up the street as it does so... but what happens in the end is decided on their turn!
When writing an attack against a person, never roleplay hitting your opponent. This isn't just a matter of trust, but because of how attacks are resolved during the target's turn. Writing about how you hit Fate in the head, or even how you missed her by a hair, is not up to you to decide. Your opponent can still use a Reaction to avoid the attack, or negate all the damage with a shield, for example.
Stick to writing your attempt at hitting them. Describe how the swirly pink sparkles coalesce into a giant ball of friendship bigger than you are. Write about the giant pink beam that heads in your opponent's direction when you release it, tearing up the street as it does so... but what happens in the end is decided on their turn!
ROLEPLAYING HITS
So let's say that Usagi's sparkly crescent moon-shaped destructo disk rolls lower than your Defence. Congratulations! The attack is a miss.
How do you react to it? Simple: write your character proactively dealing with the attack in a way that achieves the effect of a miss. Whatever you do, YOU CANNOT write about just standing there and letting it hit you to no effect. Step aside, slap it out of the way, raise a barrier... anything to justify zero damage, as long as it's not you standing there while it bounces off harmlessly. This game isn't about Superman standing idly by and letting the bank robbers shoot him with bullets that bounce off his eyeballs. All player characters can hurt each other. And among NPCs, even nameless goons or familiars, in sufficient numbers, can pack a punch.
Also, be sure to be consistent with your opponent's description of the attack. If Usagi describes her Moon Tiara Action as sharp, then it's sharp, and magically so. Sure, you could deflect it into a building, but get creative about how it cuts through the concrete like a hot knife through butter. If Mami just unleashed a Tiro Finale in your direction and describes how it caused a powerful shockwave shaking trees when it left her gun barrel, you know her move means business. Perhaps you could describe how after you dodge (or deflect it with effort), a mushroom cloud rises into the sky as it blows up a forest in the distance with a bright golden flash.
We want our fights to be fun and creative, not simply mechanical number crunching with terse wording.
So let's say that Usagi's sparkly crescent moon-shaped destructo disk rolls lower than your Defence. Congratulations! The attack is a miss.
How do you react to it? Simple: write your character proactively dealing with the attack in a way that achieves the effect of a miss. Whatever you do, YOU CANNOT write about just standing there and letting it hit you to no effect. Step aside, slap it out of the way, raise a barrier... anything to justify zero damage, as long as it's not you standing there while it bounces off harmlessly. This game isn't about Superman standing idly by and letting the bank robbers shoot him with bullets that bounce off his eyeballs. All player characters can hurt each other. And among NPCs, even nameless goons or familiars, in sufficient numbers, can pack a punch.
Also, be sure to be consistent with your opponent's description of the attack. If Usagi describes her Moon Tiara Action as sharp, then it's sharp, and magically so. Sure, you could deflect it into a building, but get creative about how it cuts through the concrete like a hot knife through butter. If Mami just unleashed a Tiro Finale in your direction and describes how it caused a powerful shockwave shaking trees when it left her gun barrel, you know her move means business. Perhaps you could describe how after you dodge (or deflect it with effort), a mushroom cloud rises into the sky as it blows up a forest in the distance with a bright golden flash.
We want our fights to be fun and creative, not simply mechanical number crunching with terse wording.
ROLEPLAYING INJURIES
Now, let's say your Defence is overcome by a Critical Hit. This means using Evasion is useless, and you end up getting hit. It's really up to you to determine how badly your character is injured in the narrative.
It is of course, important to take into account things like your opponent's writing, as well as the results of the dice. If you're hit by a simple punch with a low damage roll, you could probably get away with a bruise or cut. A big red ball of doom that gets a Critical Hit with six damage dice even after you raise your shield could very well break bones or cause bleeding.
These are just guidelines, however. Whether or not you lose an arm when Sayaka hits you with a high-damage critical hit on a "decisive stroke", depends on you and how you think whichever is more interesting to the story.
At the end of the day, it's about having fun, and you are only truly considered grievously injured once your HP goes down to 0.
Now, let's say your Defence is overcome by a Critical Hit. This means using Evasion is useless, and you end up getting hit. It's really up to you to determine how badly your character is injured in the narrative.
It is of course, important to take into account things like your opponent's writing, as well as the results of the dice. If you're hit by a simple punch with a low damage roll, you could probably get away with a bruise or cut. A big red ball of doom that gets a Critical Hit with six damage dice even after you raise your shield could very well break bones or cause bleeding.
These are just guidelines, however. Whether or not you lose an arm when Sayaka hits you with a high-damage critical hit on a "decisive stroke", depends on you and how you think whichever is more interesting to the story.
At the end of the day, it's about having fun, and you are only truly considered grievously injured once your HP goes down to 0.
WORD COUNT
Speaking of terse, there's no room for that kind of fight scene here. In order to earn the Rewards for your post, the minimum standard is the same as any roleplaying post: 150 words.
Get creative and give your opponent something to react to. If you just avoided a giant pink deathray, maybe go further and write how it vapourises a building's foundation, causing it to topple over, and how you now have to rush to save some falling people while avoiding getting crushed, and having to deal with your enemy's next attack. Or, maybe they're the one who have to save people, because you're a villain and deflected their deathray into the building on purpose. Now the scenario has gotten more interesting for the both of you!
Speaking of terse, there's no room for that kind of fight scene here. In order to earn the Rewards for your post, the minimum standard is the same as any roleplaying post: 150 words.
Get creative and give your opponent something to react to. If you just avoided a giant pink deathray, maybe go further and write how it vapourises a building's foundation, causing it to topple over, and how you now have to rush to save some falling people while avoiding getting crushed, and having to deal with your enemy's next attack. Or, maybe they're the one who have to save people, because you're a villain and deflected their deathray into the building on purpose. Now the scenario has gotten more interesting for the both of you!
48 HOUR RULE
Delays in posting can be really frustrating. As such, to maintain the flow of a thread, each player has 48 hours to reply on their turn. Past that, you are removed from the thread. Life can of course be a serious issue, as many of us here can attest. If something comes up, but you feel you can still respond even if late, then by all means, let us know on the Discord Server. From there, the other players in your Combat Thread can decide over whether to grant you your requested extension.
Delays in posting can be really frustrating. As such, to maintain the flow of a thread, each player has 48 hours to reply on their turn. Past that, you are removed from the thread. Life can of course be a serious issue, as many of us here can attest. If something comes up, but you feel you can still respond even if late, then by all means, let us know on the Discord Server. From there, the other players in your Combat Thread can decide over whether to grant you your requested extension.
COMBAT THREADS, THE COMBAT PHASE, AND THE NON-COMBAT PHASE
A COMBAT THREAD is any thread where the Combat System is put to use. Be it a Skirmish, Duel, Hex Hunt, Event, or any thread where fair and consequential battle might take place. This does not necessarily mean every thread involving fighting is required to use it. Adventures and Missions might have fighting in them, but they are not required to use the Combat System. You are still open to using it if it suits your narrative. However, you will receive the same rewards as any other Adventure or Mission, so ask yourself if it's worth the effort to do so.
Combat Threads are divided into two phases: Combat and Non-Combat.
COMBAT PHASE
The COMBAT PHASE is the meat of a Combat Thread. Posts in this portion of the threat all make use of the Combat Tracker, and involve characters fighting. Be they fighting each other, or against NPC enemies, most of the dice rolling, and everything regarding Status, Attributes, Class Skills, will be dealt with in these posts.
The COMBAT PHASE ends when all opposing players or teams have retreated or been defeated, defined as their HP reaching 0. How long this takes depends on a number of factors such as character builds, retreats, and how the dice roll.
How the COMBAT PHASE works is what the rest of this guide is about, so read on!
The COMBAT PHASE is the meat of a Combat Thread. Posts in this portion of the threat all make use of the Combat Tracker, and involve characters fighting. Be they fighting each other, or against NPC enemies, most of the dice rolling, and everything regarding Status, Attributes, Class Skills, will be dealt with in these posts.
The COMBAT PHASE ends when all opposing players or teams have retreated or been defeated, defined as their HP reaching 0. How long this takes depends on a number of factors such as character builds, retreats, and how the dice roll.
How the COMBAT PHASE works is what the rest of this guide is about, so read on!
NON-COMBAT PHASE
The NON-COMBAT PHASE covers all posts of the thread that DO NOT make use of the Combat Tracker, because there is no fighting involved. This includes the first three (3) and last two (2) posts of the thread for each player: the INTRO and OUTRO posts.
INTRO posts are posts that allow you to introduce your character to the thread, as well as set up the context of why combat will come into play. For example, perhaps Sayaka received a letter from Nanoha, challenging her to a friendly spar. Sayaka and Nanoha would then post about arriving at the site of the spar, exchanging greetings, and then warming up, before then starting the fight. Or maybe Fate encounters Kyouko in town, and accidentally knocks her ice cream cone to the ground. Fate apologises, but this falls on deaf ears, and Kyouko forces a duel over her ice cream.
More importantly, each player must roll for INITIATIVE in their first intro post. This determines who goes first once the COMBAT PHASE begins. See below for more information.
Each player can make UP TO three (3) INTRO posts before starting the COMBAT PHASE. Any more non-combat posts after that WILL NOT COUNT toward thread rewards. Make it fit, people! We're here to fight, not chat away!
OUTRO posts are made to conclude the thread, an epilogue taking place after the fighting is over, to provide closure - or add further plot hooks, depending on your intention. For example, perhaps Sayaka and Nanoha fight to a standstill and decide to call it a draw, then go out to get some jelly-filled donuts. Or maybe Fate chooses to make a tactical retreat to cease hostilities, flying away while Kyouko vows to avenge her ice cream in the future.
Each player can make UP TO two (2) OUTRO posts to conclude their involvement in the thread, before it is submitted for evaluation.
The NON-COMBAT PHASE covers all posts of the thread that DO NOT make use of the Combat Tracker, because there is no fighting involved. This includes the first three (3) and last two (2) posts of the thread for each player: the INTRO and OUTRO posts.
INTRO posts are posts that allow you to introduce your character to the thread, as well as set up the context of why combat will come into play. For example, perhaps Sayaka received a letter from Nanoha, challenging her to a friendly spar. Sayaka and Nanoha would then post about arriving at the site of the spar, exchanging greetings, and then warming up, before then starting the fight. Or maybe Fate encounters Kyouko in town, and accidentally knocks her ice cream cone to the ground. Fate apologises, but this falls on deaf ears, and Kyouko forces a duel over her ice cream.
More importantly, each player must roll for INITIATIVE in their first intro post. This determines who goes first once the COMBAT PHASE begins. See below for more information.
Each player can make UP TO three (3) INTRO posts before starting the COMBAT PHASE. Any more non-combat posts after that WILL NOT COUNT toward thread rewards. Make it fit, people! We're here to fight, not chat away!
OUTRO posts are made to conclude the thread, an epilogue taking place after the fighting is over, to provide closure - or add further plot hooks, depending on your intention. For example, perhaps Sayaka and Nanoha fight to a standstill and decide to call it a draw, then go out to get some jelly-filled donuts. Or maybe Fate chooses to make a tactical retreat to cease hostilities, flying away while Kyouko vows to avenge her ice cream in the future.
Each player can make UP TO two (2) OUTRO posts to conclude their involvement in the thread, before it is submitted for evaluation.
INITIATIVE AND TURN ORDER
Ah yes, the age-old question of who goes first in a fight. To decide on this, all players in a Combat Thread are to roll 1d100 for Initiative on their FIRST Intro post. This determines the turn order of the Combat Phase, regardless of the turn order during the Non-Combat Phase, which is decided by the order in which players join the thread.
For example, Vita starts a Combat Thread, and is joined by Mami and Usagi in that order. They follow this during the INTRO posts of the Non-Combat Phase, but the Initiative Rolls are Vita: 59, Mami: 82, and Usagi: 12. Once the Combat Phase begins, the turn order will be Mami, Vita, and Usagi in that order.
THE COMBAT PHASE CANNOT BEGIN UNTIL THE TURN AFTER INITIATIVE FOR ALL COMBATANTS HAS BEEN ROLLED. Therefore, there must be at least one turn, reserved for initiative rolls, where no player may engage in combat.
ACTION ECONOMY
In combat, everything you do that contributes to a battle, be it casting spells, using items, or activating certain skills, consumes a resource known as an ACTION. There are three types of Actions available to a player, as will be seen below. All elements of combat that consume Actions will indicate the type of Action required to use them.
ACTION
ACTIONS are the most time-intensive type of Actions. They are usually reserved for casting attack spells, but this isn't always the case. Some Utility or Defensive spells, items, skills, or Faction Assets require Actions to activate.
Each player receives one (1) Action per turn. Actions may be converted to Reactions if need be.
ACTIONS are the most time-intensive type of Actions. They are usually reserved for casting attack spells, but this isn't always the case. Some Utility or Defensive spells, items, skills, or Faction Assets require Actions to activate.
Each player receives one (1) Action per turn. Actions may be converted to Reactions if need be.
REACTION
REACTIONS can be performed in a short amount of time. As their name implies, they are usually made in response to an enemy's action. Typically, this involves activating a shield, dodging an attack, or using an item that heals injury. Unless specifically indicated, Reactions will always take effect before anything else: before enemy's attack is resolved, or before damage is applied.
For example, let's say an enemy rolls 81 on Accuracy, defeating your 80 Defence. You may use a Reaction to parry that attack, neutralising it before it can deal damage/inflict status effects. Or, you may also use your Reaction to consume a healing item after receiving damage.
Each player receives one (1) Reaction per turn. Reactions cannot be converted into Actions.
REACTIONS can be performed in a short amount of time. As their name implies, they are usually made in response to an enemy's action. Typically, this involves activating a shield, dodging an attack, or using an item that heals injury. Unless specifically indicated, Reactions will always take effect before anything else: before enemy's attack is resolved, or before damage is applied.
For example, let's say an enemy rolls 81 on Accuracy, defeating your 80 Defence. You may use a Reaction to parry that attack, neutralising it before it can deal damage/inflict status effects. Or, you may also use your Reaction to consume a healing item after receiving damage.
Each player receives one (1) Reaction per turn. Reactions cannot be converted into Actions.
AT-WILL ACTION
AT-WILL ACTIONS (At-Wills for short) can be performed instantly, without regard to time. As such, it is possible, depending on your character build, to use multiple At-Will Actions simultaneously. Like Reactions, an At-Will Action takes effect before an enemy's attack is resolved, or before damage is applied.
Each player does not have a numerical limit for the number of At-Will Actions they can perform each turn. However, only one (1) of each unique At-Will Action can be performed on a given turn.
For example, a Wishmaker can use Self-Augmentation Damage (B) and Self-Augmentation Accuracy (B) on the same turn, or Self-Augmentation Damage (B) and Self-Augmentation Damage (I), but not Self-Augmentation Damage (B) twice.
AT-WILL ACTIONS (At-Wills for short) can be performed instantly, without regard to time. As such, it is possible, depending on your character build, to use multiple At-Will Actions simultaneously. Like Reactions, an At-Will Action takes effect before an enemy's attack is resolved, or before damage is applied.
Each player does not have a numerical limit for the number of At-Will Actions they can perform each turn. However, only one (1) of each unique At-Will Action can be performed on a given turn.
For example, a Wishmaker can use Self-Augmentation Damage (B) and Self-Augmentation Accuracy (B) on the same turn, or Self-Augmentation Damage (B) and Self-Augmentation Damage (I), but not Self-Augmentation Damage (B) twice.
THE DICE
DICE are a crucial component of combat. They provide the random element necessary to make fighting here both unpredictable and exciting. So let's figure out how it works!
GLOSSARY
Here is a brief list of commonly used terms relating to the DICE in our combat system. If you're new to Tabletop roleplaying games like DnD, pay attention. If you know how those games work, though, then consider this a brief review.
DIE/DICE: The tool rolled in order to determine certain values in the game. The most common values determined by DICE roll are Accuracy, Damage, and Status Effect infliction, but there are others.
NATURAL DIE/DICE: A roll of the DICE that does not include modifiers. The most basic, raw form of a DICE roll. For example, 1d100, 2d6, 10d3, etc.
MODIFIER(s): An additional value that adjusts the results of a natural dice roll to reduce randomness. MODIFIERS usually represent bonuses, or calculate an Attribute's value by combining a DICE roll with a relevant Stat. This could add to the result or subtract for it. For example, 1d100+25, 2d6+3, 10d3-4, etc.
DAMAGE DIE/DICE: A specific NATURAL DIE used to determine how much damage is dealt by an attack or other damaging action. As explained in the Stats and Attributes thread, the value of your DAMAGE DIE is determined by your Damage Tier.
Here is a brief list of commonly used terms relating to the DICE in our combat system. If you're new to Tabletop roleplaying games like DnD, pay attention. If you know how those games work, though, then consider this a brief review.
DIE/DICE: The tool rolled in order to determine certain values in the game. The most common values determined by DICE roll are Accuracy, Damage, and Status Effect infliction, but there are others.
NATURAL DIE/DICE: A roll of the DICE that does not include modifiers. The most basic, raw form of a DICE roll. For example, 1d100, 2d6, 10d3, etc.
MODIFIER(s): An additional value that adjusts the results of a natural dice roll to reduce randomness. MODIFIERS usually represent bonuses, or calculate an Attribute's value by combining a DICE roll with a relevant Stat. This could add to the result or subtract for it. For example, 1d100+25, 2d6+3, 10d3-4, etc.
DAMAGE DIE/DICE: A specific NATURAL DIE used to determine how much damage is dealt by an attack or other damaging action. As explained in the Stats and Attributes thread, the value of your DAMAGE DIE is determined by your Damage Tier.
ROLLING THE (VIRTUAL) DICE
So how do we roll the DICE for this game? No, we don't use physical DICE, so put those away! Instead, we use a plugin that allows us to roll VIRTUAL DICE right here on the forum!
Before anything else, let's break down how exactly one should interpret the figures used in VIRTUAL DICE. If you're new to this sort of thing, seeing these strange figures might confuse you too. I know I was when I first saw them!
Let's use the example of 1d100+25.
A dice code is split into three parts:
The very first number, the value before the d, tells you how many dice are to be rolled. For our example, we will be rolling one (1) die.
The second number, the value just after the d, tells us how many sides the die has. For our example, the die we will be rolling has a hundred (100) sides. Imagine how impractical it would be to make a hundred-sided die in the real world! How big would it have to be?
The third number, the value after the + sign, is the modifier. As explained earlier, the modifier adjusts the results of the natural dice roll to reduce randomness. So whether our 1d100 results in 82 or 16, we will add 25 to that to get our final result. As you can see, it's still quite random, but that extra 25 could mean the difference between a hit or miss.
Now we get to the fun part! Actually rolling the DICE!
The plugin uses a relatively simple shortcode to make a dice roll command. Here it is:
As you can see, x is how many dice are to be rolled, and y is how many sides each of those dice should have.
Here's an example:
If you want to include modifiers, it's also pretty simple:
The operator symbol can be either + or -, depending on whether your modifier adds or subtracts a value.
Here are a couple of examples:
So how is that going to look like now? Well let's see with our three examples from earlier, 1d100, 1d100+25, and 3d6-2:
There we go!
As you might have noticed, these shortcodes will add up to a single value. So if you want multiple values, you'll have to type out a shortcode for each one you want.
For example, if you were performing an attack with an attached status effect, you would require three shortcodes: one for the Accuracy, one for the Damage Die, and one for the Status Effect infliction.
As you can see, Fate might not be having her best day today. But hey, at least she scored a Stun! That has to count for something, right?
And that's basically it. Keep an eye out for items, spells, skills, and other things in the game that make use of DICE! They'll usually tell you what you need to roll correctly. If you're still not sure how to roll the dice, just give us a holler on the Discord server! We'll be happy to help.
So how do we roll the DICE for this game? No, we don't use physical DICE, so put those away! Instead, we use a plugin that allows us to roll VIRTUAL DICE right here on the forum!
Before anything else, let's break down how exactly one should interpret the figures used in VIRTUAL DICE. If you're new to this sort of thing, seeing these strange figures might confuse you too. I know I was when I first saw them!
Let's use the example of 1d100+25.
A dice code is split into three parts:
The very first number, the value before the d, tells you how many dice are to be rolled. For our example, we will be rolling one (1) die.
The second number, the value just after the d, tells us how many sides the die has. For our example, the die we will be rolling has a hundred (100) sides. Imagine how impractical it would be to make a hundred-sided die in the real world! How big would it have to be?
The third number, the value after the + sign, is the modifier. As explained earlier, the modifier adjusts the results of the natural dice roll to reduce randomness. So whether our 1d100 results in 82 or 16, we will add 25 to that to get our final result. As you can see, it's still quite random, but that extra 25 could mean the difference between a hit or miss.
Now we get to the fun part! Actually rolling the DICE!
The plugin uses a relatively simple shortcode to make a dice roll command. Here it is:
As you can see, x is how many dice are to be rolled, and y is how many sides each of those dice should have.
Here's an example:
If you want to include modifiers, it's also pretty simple:
The operator symbol can be either + or -, depending on whether your modifier adds or subtracts a value.
Here are a couple of examples:
So how is that going to look like now? Well let's see with our three examples from earlier, 1d100, 1d100+25, and 3d6-2:
There we go!
As you might have noticed, these shortcodes will add up to a single value. So if you want multiple values, you'll have to type out a shortcode for each one you want.
For example, if you were performing an attack with an attached status effect, you would require three shortcodes: one for the Accuracy, one for the Damage Die, and one for the Status Effect infliction.
As you can see, Fate might not be having her best day today. But hey, at least she scored a Stun! That has to count for something, right?
And that's basically it. Keep an eye out for items, spells, skills, and other things in the game that make use of DICE! They'll usually tell you what you need to roll correctly. If you're still not sure how to roll the dice, just give us a holler on the Discord server! We'll be happy to help.
ATTACKING
Writing about attacking your opponent in roleplay is one thing. But how does that snippet of firing a giant pink beam of hearts at Sayaka translate into the combat system? How would Sayaka know if she had to dodge, cut the beam in half, or use her healing magic? That's where this section comes in.
When attacking your opponent, you use up your ACTION. Depending on the Origin, you may or may not attack more than once in a single ACTION. But let's focus on a single attack through a single ACTION right now.
An ATTACK is normally broken up into about four parts:
ATTACK DESCRIPTION:
Here, you write down the name of the ATTACK. Whether it's something as simple as a spell name like Divine Buster, or you making use of Narrative Flexibility to rename "Strike" to "Try to cut off Kyouko's head", this is where you let everyone know which roleplay writing connects to this specific ATTACK on the combat system.
This is also where you determine what you are using to ATTACK, be it a spell, item, skill, or some other means. Be sure to list down all the effects that affect the ATTACK in question. For example, if you are using an item that buffs the ATTACK's damage.
ACCURACY ROLL:
Here, you roll dice to determine your ACCURACY. This decides whether or not you land a hit that must be overcome by defensive spells. As explained in the Stats and Attributes thread, ACCURACY is computed as 1d100+[The Chosen ACCURACY stat]. Depending on the ATTACK you're using, it could be any of the three Main Stats BODY, MIND, or SOUL. Be sure to read up on the ATTACK to know which stat it needs.
In order to score a hit, your ACCURACY ROLL must be EQUAL TO OR HIGHER THAN your target's DEFENCE. If this requirement is met, the attack counts as a hit, and your opponent must use a defensive measure like a spell, skill, item, or other, in order to protect themselves from damage.
If it is NOT met, then too bad, you missed. Now your opponent has to write about how they protected themselves from your ATTACK.
DAMAGE ROLL:
Here, you roll for damage dice to see how hard your ATTACK will hurt if it hits. As explained in the DAMAGE TIER section of the Stats and Attributes thread, how much DAMAGE you do depends on your DAMAGE TIER. Which also depends on which Main Stat you are using to deal damage. In general, the stat used for your DAMAGE TIER is the same one used for your ACCURACY.
STATUS EFFECT INFLICTION:
Here, you roll for a chance to inflict a STATUS EFFECT on a target if your attack happens to have a STATUS EFFECT attached. See the STATUS EFFECT section below for more details.
And that's how you attack. We'll see this in action later, but for now, enjoy your new knowledge on how to fire giant pink deathrays powered by friendship.
DEFENDING
As explained in our Stats and Attributes thread, DEFENCE is an Attribute that represents your ability to protect yourself. Specifically, it determines whether or not an attack against you hits.
If an incoming attack is less than your DEFENCE, it counts as a miss. You must however roleplay your reaction to a miss as an active measure to protect yourself from the attack.
You can't just write "Fate stood perfectly still while the crimson javelin missed her by a hair." You can, however, write "Fate stepped out of the way of the incoming crimson javelin." Yes. Even if she just casually stepped out of the way.
Though, that particular kind of writing would probably be more appropriate if your enemy rolled a CRITICAL FAILURE. The numbers are there to help you imagine, believe it or not!
CRITICALS
If you've played any kind of RPG before, be it DnD, Pokemon, Final Fantasy, Fallout, or heck, OUR SPONSOR RAID: SHADOW LEGENDS, you've probably heard of CRITICALS.
In the context of our combat system, CRITICALS result only from ACCURACY ROLLS.
We have two types of CRITICALS, each with their own particular effects:
CRITICAL HITS
A CRITICAL HIT results from an ACCURACY ROLL with a NATURAL DIE result of 95 and above.
A CRITICAL HIT will hit its target, bypassing their DEFENCE entirely. Furthermore, certain defensive spells, such as Evasion, cannot avoid a CRITICAL HIT.
That isn't to say there are no ways to avoid them, but you'll have to keep an eye out!
In addition to bypassing its target's DEFENCE, a CRITICAL HIT will deal additional damage. This damage is equivalent to the highest resulting damage die value from your DAMAGE ROLL. For example, if you rolled 3d6, and your results were 4, 2, and 5 (11 in total), then you deal another 5 damage in addition to the damage roll result of 11.
A CRITICAL HIT results from an ACCURACY ROLL with a NATURAL DIE result of 95 and above.
A CRITICAL HIT will hit its target, bypassing their DEFENCE entirely. Furthermore, certain defensive spells, such as Evasion, cannot avoid a CRITICAL HIT.
That isn't to say there are no ways to avoid them, but you'll have to keep an eye out!
In addition to bypassing its target's DEFENCE, a CRITICAL HIT will deal additional damage. This damage is equivalent to the highest resulting damage die value from your DAMAGE ROLL. For example, if you rolled 3d6, and your results were 4, 2, and 5 (11 in total), then you deal another 5 damage in addition to the damage roll result of 11.
CRITICAL MISSES
A CRITICAL MISS, on the other hand, results from an ACCURACY ROLL with a NATURAL DIE result of 5 and below.
A CRITICAL MISS will miss its target, ignoring the results of your ACCURACY ROLL.
Let's say you rolled 1d100+50, and ended up with 53 (3+50). Even if your opponent's DEFENCE was 52, you would still miss. Because you flopped into a CRITICAL MISS.
Terrible, I know. Or hilarious, depending on how you look at it. If you want, you can even suggest to your opponent to write how your character comically bungled up their attack, and all their opponent had to do was casually step aside!
A CRITICAL MISS, on the other hand, results from an ACCURACY ROLL with a NATURAL DIE result of 5 and below.
A CRITICAL MISS will miss its target, ignoring the results of your ACCURACY ROLL.
Let's say you rolled 1d100+50, and ended up with 53 (3+50). Even if your opponent's DEFENCE was 52, you would still miss. Because you flopped into a CRITICAL MISS.
Terrible, I know. Or hilarious, depending on how you look at it. If you want, you can even suggest to your opponent to write how your character comically bungled up their attack, and all their opponent had to do was casually step aside!
CRITICAL RANGE
A major factor affecting your odds of getting CRITICAL HITS is CRITICAL RANGE.
CRITICAL RANGE is a value that determines the minimum result of a NATURAL ROLL necessary to score a CRITICAL HIT. It does not affect your odds of getting a CRITICAL MISS.
This minimum is determined by subtracting your CRITICAL RANGE from 100. For example, the default CRITICAL RANGE is 5. And so, 100-5 is 95.
Various things in the game, from spells, to skills, items, and more, can modify your CRITICAL RANGE, either increasing or decreasing it.
Let's say Signum uses a GAUGE SPELL with the Major Effect "Slash", which increases CRITICAL RANGE by 10. Her CRITICAL RANGE is now 15. So, in order to score a CRITICAL HIT, her ACCURACY ROLL must reach a NATURAL 100-15, i.e. 85.
Unless otherwise indicated, the various sources of increased CRITICAL RANGE can stack with each other, making a CRITICAL HIT a lot easier to roll than normal.
A major factor affecting your odds of getting CRITICAL HITS is CRITICAL RANGE.
CRITICAL RANGE is a value that determines the minimum result of a NATURAL ROLL necessary to score a CRITICAL HIT. It does not affect your odds of getting a CRITICAL MISS.
This minimum is determined by subtracting your CRITICAL RANGE from 100. For example, the default CRITICAL RANGE is 5. And so, 100-5 is 95.
Various things in the game, from spells, to skills, items, and more, can modify your CRITICAL RANGE, either increasing or decreasing it.
Let's say Signum uses a GAUGE SPELL with the Major Effect "Slash", which increases CRITICAL RANGE by 10. Her CRITICAL RANGE is now 15. So, in order to score a CRITICAL HIT, her ACCURACY ROLL must reach a NATURAL 100-15, i.e. 85.
Unless otherwise indicated, the various sources of increased CRITICAL RANGE can stack with each other, making a CRITICAL HIT a lot easier to roll than normal.
RESISTANCE
At the beginning of each Combat Thread, roll five instances of 1d10+SOUL. Each result of these rolls will serve as a single stack of your RESISTANCE, which helps mitigate STATUS EFFECTS.
Once you are afflicted by a STATUS EFFECT, you may spend one stack of RESISTANCE At-Will to negate that effect for a single turn. Your RESISTANCE stack must be higher than the stat used to inflict the STATUS EFFECT for it to succeed. If none of your stacks are high enough to beat the inflicting stat, halve the effect instead.
For example: if Fate uses Elemental Infusion on Strike and inflicts Stun on Madoka, Madoka can potentially negate it by stacking up her RESISTANCE against Fate's BODY stat.
The inflicting stat depends on the means through which the STATUS EFFECT was inflicted:
Attacks use either BODY, MIND, or SOUL to determine their ACCURACY and DAMAGE rolls. Although the STATUS EFFECT infliction uses a roll independent of these stats, for the purposes of RESISTANCE, you stack up against the stat used in the attack.
For attacks that use a fixed Accuracy roll, stack up against the attacker's SOUL. If it's a Sidekick or Mob that is attacking, stack against their owner's SOUL.
For spells, items, and other methods that directly inflict STATUS EFFECTS without an attack, stack up against the inflicter's SOUL.
Well, you can spend an Action to roll five (5) more stacks of RESISTANCE. This is of course risky, in that you lose any combat momentum you might have had. But if it works out, go ahead.
EXHAUSTION AND ANGST
Overusing magic can lead to debilitating consequences and reduce your combat performance.
EXHAUSTION
When a Techmage's Mana reaches 0, they become EXHAUSTED. This can only be remedied by raising your Mana above 0.
When EXHAUSTED, you cannot use any spell that consumes Mana.
Additionally, your Field Spell deactivates, leaving you vulnerable to attack. You will not be able to use spells that require your Field Spell to be active, such as the "Purge" spells.
Lastly, Defence is reduced by 20.
When a Techmage's Mana reaches 0, they become EXHAUSTED. This can only be remedied by raising your Mana above 0.
When EXHAUSTED, you cannot use any spell that consumes Mana.
Additionally, your Field Spell deactivates, leaving you vulnerable to attack. You will not be able to use spells that require your Field Spell to be active, such as the "Purge" spells.
Lastly, Defence is reduced by 20.
ANGST
As a Wishmaker's GREIF and EP accumulate, the resulting ANGST will gradually affect their performance.
Wishmakers will suffer a penalty of -1 BODY/MIND/SOUL per 20% Threshold of Grief, for a maximum of -5 BODY/MIND/SOUL at 100% Grief.
Grief reduction methods like spells, items, etc. will reduce this penalty accordingly.
Upon reaching 100% Grief and triggering your Doppel, the penalty will be waived while the Doppel is active. Once it deactivates, however, the -5 penalty will remain for the rest of the thread, even with the use of Grief reduction methods.
When afflicted with PERMANENT GRIEF from previous threads, you begin the fight in your current thread with with the maximum penalty of -5 BODY/MIND/SOUL active.
ANGST is also affected by one's EP as follows:
Wishmakers will lose -1 Accuracy per 10% EP Threshold.
You will gain +1 Grief per spell per 20% EP Threshold.
For every 10 SOUL you have, reduce EP gain by 1 for each spell, to a maximum of -5. A spell's cost cannot be reduced to less than 2 EP. THIS BONUS IS NOT AFFECTED BY THE GRIEF PENALTY. At 100% Grief, 30 SOUL still reduces EP gain by 3, instead of 2 from technically being at 25 SOUL.
As a Wishmaker's GREIF and EP accumulate, the resulting ANGST will gradually affect their performance.
Wishmakers will suffer a penalty of -1 BODY/MIND/SOUL per 20% Threshold of Grief, for a maximum of -5 BODY/MIND/SOUL at 100% Grief.
Grief reduction methods like spells, items, etc. will reduce this penalty accordingly.
Upon reaching 100% Grief and triggering your Doppel, the penalty will be waived while the Doppel is active. Once it deactivates, however, the -5 penalty will remain for the rest of the thread, even with the use of Grief reduction methods.
When afflicted with PERMANENT GRIEF from previous threads, you begin the fight in your current thread with with the maximum penalty of -5 BODY/MIND/SOUL active.
ANGST is also affected by one's EP as follows:
Wishmakers will lose -1 Accuracy per 10% EP Threshold.
You will gain +1 Grief per spell per 20% EP Threshold.
For every 10 SOUL you have, reduce EP gain by 1 for each spell, to a maximum of -5. A spell's cost cannot be reduced to less than 2 EP. THIS BONUS IS NOT AFFECTED BY THE GRIEF PENALTY. At 100% Grief, 30 SOUL still reduces EP gain by 3, instead of 2 from technically being at 25 SOUL.
GAUGE AND GRIEF METERS
The GAUGE and GRIEF meters represent the escalation of battle in a Combat Thread. As the fight goes on, the combatants begin resorting to more powerful and desperate measures.
The GAUGE meter is used by Techmages to fuel powerful GAUGE SPELLS and GAUGE ABILITIES.
When a Techmage can use certain GAUGE SPELLS and ABILITIES depends on two factors: How full their GAUGE meter is, and how much of it is needed to power their desired GAUGE SPELL or ABILITY. In general, a fuller GAUGE meter allows the use of more powerful GAUGE SPELLS and ABILITIES.
Once a GAUGE SPELL or GAUGE ABILITY is used, the GAUGE meter resets to 0 and has to be filled again.
Each point of MANA spent fills your GAUGE meter by an equivalent amount (1 Mana = 1 Gauge).
This can however be altered by some Items you might have equipped, Skills you might have acquired for yourself, or your character's Class Trait.
When a Techmage can use certain GAUGE SPELLS and ABILITIES depends on two factors: How full their GAUGE meter is, and how much of it is needed to power their desired GAUGE SPELL or ABILITY. In general, a fuller GAUGE meter allows the use of more powerful GAUGE SPELLS and ABILITIES.
Once a GAUGE SPELL or GAUGE ABILITY is used, the GAUGE meter resets to 0 and has to be filled again.
Each point of MANA spent fills your GAUGE meter by an equivalent amount (1 Mana = 1 Gauge).
This can however be altered by some Items you might have equipped, Skills you might have acquired for yourself, or your character's Class Trait.
The GRIEF meter is used by Wishmakers to determine when they can use their DOPPEL.
Once a Wishmaker's GRIEF meter is full, they automatically release their DOPPEL, a powerful alternative state. This results in intense effects for the battle, be it buffs for the user, debuffs for the enemies, or perhaps even a super DOPPEL attack.
While the DOPPEL is active, EP and GRIEF do not accumulate, and the EP and GRIEF Meters reset to 0. Once the DOPPEL's time runs out, however, EP and GRIEF tolls will resume increasing.
For each hundred percent the GRIEF meter reaches after the DOPPEL has been used, the Wishmaker gains 1 point of PERMANENT GRIEF. This can only be removed by a Seed. For example, if Sayaka's DOPPEL has been expended, and her GRIEF reaches 253% before combat ends, she gains 2 PERMANENT GRIEF.
Each point of EP added to your toll fills your GRIEF meter by an equivalent amount (1 EP = 1 Grief).
This can however be altered by some Items you might have equipped or Skills you might have acquired for yourself, your character's Class Trait, or whether or not you choose to use ENHANCED versions of your character's spells.
Once a Wishmaker's GRIEF meter is full, they automatically release their DOPPEL, a powerful alternative state. This results in intense effects for the battle, be it buffs for the user, debuffs for the enemies, or perhaps even a super DOPPEL attack.
While the DOPPEL is active, EP and GRIEF do not accumulate, and the EP and GRIEF Meters reset to 0. Once the DOPPEL's time runs out, however, EP and GRIEF tolls will resume increasing.
For each hundred percent the GRIEF meter reaches after the DOPPEL has been used, the Wishmaker gains 1 point of PERMANENT GRIEF. This can only be removed by a Seed. For example, if Sayaka's DOPPEL has been expended, and her GRIEF reaches 253% before combat ends, she gains 2 PERMANENT GRIEF.
Each point of EP added to your toll fills your GRIEF meter by an equivalent amount (1 EP = 1 Grief).
This can however be altered by some Items you might have equipped or Skills you might have acquired for yourself, your character's Class Trait, or whether or not you choose to use ENHANCED versions of your character's spells.
STATUS EFFECTS
Certain spells, items, or even skills, can inflict STATUS EFFECTS on your character. These are essentially debuffs, which hinder your ability to fight somehow, or even damage you.
Status Effects are inflicted in units called "stacks" or "instances". Each stack of a given Status Effect increases the amount of time you are afflicted by the effect, rather than increasing its intensity.
For example, Freeze is described as "Attack Spells require double Mana cost or EP toll for 2 turns. If they have no cost or toll, a flat 5 Mana/EP cost/toll is applied." Two stacks of Freeze will NOT quadruple the cost of Attack Spells, nor will it add a flat Mana/EP cost/toll of 10. Instead, it will simply extend the duration of Freeze to 4 turns.
Status Effects are inflicted in a number of ways. They could be attached to Attack Spells, various items, or simply cast as an independent spell all by themselves. In most cases, determining whether a Status Effect is inflicted requires a 1d100 roll. If your roll is on or below the percent value of the Status Effect, you inflict the status effect. If the status effect is attached to an attack, you must also hit the target to inflict.
There are two types of status effects: STANDARD STATUS EFFECTS and NON-STANDARD STATUS EFFECTS.
STANDARD STATUS EFFECTS
These Status Effects are the most frequent ones you will encounter in the game, and are the most widely accessible for use. They could be part of spells, skills, faction assets, and even items.
Anything that can be customised to inflict Status Effects will typically use one or more Standard Status Effects. Here is the list:
BLIND: Defence and Accuracy are decreased by 20 for 1 turn unless cured or resisted.
STUN: Damage Tier is reduced by two (-2) for 1 turn unless cured or resisted.
FREEZE: Attack Spells require double Mana cost or EP toll for 2 turns unless cured or resisted. If they have no cost or toll, a flat 5 Mana/EP cost/toll is applied.
CURSE: Success rolls using all three Stats (Body, Mind, Soul) are reduced by 10 for the remainder of the battle unless cured.
DOOM: Grief meter toll is doubled/Gauge meter progress is halved for the remainder of the battle.
DRAIN: 10 Mana is taken away from the afflicted and transferred to the caster. Alternatively, 10 EP is transferred from the caster to the afflicted. The effect lasts for 2 turns unless cured or resisted.
CHARM: A Charmed target cannot make attacks against their Charmer unless no other allies or enemies are present to alternatively attack. Charm can only affect one target per Charmer per thread. Lasts for 3 turns unless cured or resisted. You may re-inflict Charm, but only on your original target.
ACID/BURN/POISON: Take 3 status damage at the beginning of your turn for 2 turns. The damage cannot be reduced by Armor or Damage Reduction. Acid, Burn, and Poison count as separate status effects, meaning you can have stacks of each and their damage adds up. Stacks of this effect with different damage values (modified by skills or some some other means) count as separate instances for the purposes of duration.
These Status Effects are the most frequent ones you will encounter in the game, and are the most widely accessible for use. They could be part of spells, skills, faction assets, and even items.
Anything that can be customised to inflict Status Effects will typically use one or more Standard Status Effects. Here is the list:
BLIND: Defence and Accuracy are decreased by 20 for 1 turn unless cured or resisted.
STUN: Damage Tier is reduced by two (-2) for 1 turn unless cured or resisted.
FREEZE: Attack Spells require double Mana cost or EP toll for 2 turns unless cured or resisted. If they have no cost or toll, a flat 5 Mana/EP cost/toll is applied.
CURSE: Success rolls using all three Stats (Body, Mind, Soul) are reduced by 10 for the remainder of the battle unless cured.
DOOM: Grief meter toll is doubled/Gauge meter progress is halved for the remainder of the battle.
DRAIN: 10 Mana is taken away from the afflicted and transferred to the caster. Alternatively, 10 EP is transferred from the caster to the afflicted. The effect lasts for 2 turns unless cured or resisted.
CHARM: A Charmed target cannot make attacks against their Charmer unless no other allies or enemies are present to alternatively attack. Charm can only affect one target per Charmer per thread. Lasts for 3 turns unless cured or resisted. You may re-inflict Charm, but only on your original target.
ACID/BURN/POISON: Take 3 status damage at the beginning of your turn for 2 turns. The damage cannot be reduced by Armor or Damage Reduction. Acid, Burn, and Poison count as separate status effects, meaning you can have stacks of each and their damage adds up. Stacks of this effect with different damage values (modified by skills or some some other means) count as separate instances for the purposes of duration.
NON-STANDARD STATUS EFFECTS
These Status Effects are less common, and are usually found on items (especially Wishmaker items), skills, unique spells, faction assets, or other sources you might run into. While we don't have a list of them here, they usually usually explain their effects whenever they pop up.
Pay attention to the descriptions of items, spells, skills, or other things that cure you of Status Effects. If they specifically state that they cure Standard Status Effects, then they won't work on these esoteric effects of arcane magic!
These Status Effects are less common, and are usually found on items (especially Wishmaker items), skills, unique spells, faction assets, or other sources you might run into. While we don't have a list of them here, they usually usually explain their effects whenever they pop up.
Pay attention to the descriptions of items, spells, skills, or other things that cure you of Status Effects. If they specifically state that they cure Standard Status Effects, then they won't work on these esoteric effects of arcane magic!
DOWNING, EXECUTION, AND EVACUATION
When a character's HP reaches 0, they are considered DOWNED. When you are downed, you're not dead, but you're down for the count. You cannot take any actions on your turn, and your Attributes like Defence and Armour are disabled.
It is still possible, however, to get back into the fight. For this to happen, you must have an ally with an available means of Healing, be it a spell, item, skill, or whatnot. From there, they can use this healing ability to get you back up and swinging again!
Be warned, however! If an enemy sees an opportunity, they might just try to EXECUTE you instead! To do this, they must roll an attack specifically labeled "Execution" aimed at you. This attack consumes an entire Action.
Now since your Defence is disabled, the attack is guaranteed to hit unless it's a critical miss (whoops). So why roll for it? Because again, your ally can pull a diving save and Intercept this attack for you (assuming they have any uses of Intercept left).
If there are no Intercepts and Heals left on your team, but an ally is up next rather than an enemy, they can choose to EVACUATE you by spending their whole turn writing a post about getting you to safety. This takes you out of the thread, and you can start calculating your rewards. But this leaves that ally open to attack, as they have their back turned and are busy getting you out of the fight. Also, because, you know, they spent their whole turn doing it.
EXECUTIONS don't apply to Skirmishes, Non-Lethal Events, or any other thread of the sort. They exist as a risk to balance out the heftier rewards of threads like Duels, Hex Hunts, Rumour Raids, and Lethal Events. Threads where EXECUTIONS are active are clearly marked in the list of thread types. Check them out!
Now, the risk of Execution really depends on who you're up against. Maybe they're an extremist or homicidal maniac. Or, they're a Hex, and Hexes will take any opportunity to Execute someone. On the other hand, if your enemy is some nice guy, they might spare you instead. That doesn't mean they won't maybe take something of yours to remember you by, though!
COMBAT TRACKER
Okay, let's put this all together! Unlike tabletop games, where you can just verbalise what attacks you plan to make, we do not have the advantage of being able to talk directly to each other about what our characters do in a fight. Instead, we have to write them down. The COMBAT TRACKER does the job of organising everything you need to fight properly in a Combat Thread.
It might look complicated at first, but we'll break it down so that you have an idea of what's going on:
COMBAT TRACKER
SUMMARY:
[Summarise what you has happened to you and what you have done with your turn.]
[Everything after the Summary can be hidden in a spoiler tag]
ACTIONS:
At-Will:
[Name/Description of At-Will action taken | Effect(s) of Action, including active buffs or debuffs | Cost of Action]
Reaction:
[Name/Description of Reaction taken | Effect(s) of Action, including active buffs or debuffs | Cost of Action]
Action:
[Name/Description of Action taken | Effect(s) of Action, including active buffs or debuffs | Cost of Action]
Accuracy: [Chosen Accuracy Stat]
<Roll Dice for Accuracy Here>
Damage: [Damage Tier]
<Roll Dice for Damage Here>
Status Effect: [Name of Status Effect] (Percent Chance of Success)
<Roll Dice for Status Effect Infliction Here>
ATTRIBUTES:
HP and Armour:
[Current HP/Max HP] [Current Armour]
Mana or EP:
[Current Mana or EP/Max Mana or EP]
Gauge or Grief:
[Current Gauge or Grief/Max Gauge or Grief]
[For Wishmakers, indicate how much Permanent Grief you have, if any]
Defence:
[Defence + Bonuses to Defence | Total Defence]
Resistance:
<List your current unused Resistance stacks>
DR:
[DR if any this turn]
Current Effects:
<List of all afflicting Status Effects and remaining duration for each>
Damage Received:
[Total amount of damage you received this turn]
CHARACTER DATA:
<Your character's name here>
Class:
[Your character's Class and Level | Describe your Class Trait here]
Body:
[Your current Body stat]
Mind:
[Your current Mind stat]
Soul:
[Your current Soul stat]
Skills:
<List your character's Skills. For those with limited uses, indicate how many are left. Feel free to rename them according to Narrative Flexibility. Just be sure to add the original names of the Skills in parentheses.>
Spells:
<List your character's Spells. For those with limited uses, indicate how many are left. Feel free to rename them according to Narrative Flexibility. Just be sure to add the original names of the Spells in parentheses.>
Inventory:
<List your character's Items. For those with limited uses, indicate how many are left. Feel free to rename them according to Narrative Flexibility. Just be sure to add the original names of the Items in parentheses.>
Gauge Spells/Abilities or Doppel:
<List your Techmage's Gauge Spells and Abilities. If limited uses, indicate how many are left.>
[For your Wishmaker's Doppel, describe its effects, if it is currently active, and how many turns remain.]
Faction and Assets:
[Name the Faction you are part of, and indicate how many Asset Activations you have left for this thread. List which Assets you have chosen to use for this thread, and how many uses remain for each of them.]
Aesthetic and Perk:
[Wishmakers only. Write down your character's Aesthetic and their corresponding Perk]
SUMMARY:
[Summarise what you has happened to you and what you have done with your turn.]
[Everything after the Summary can be hidden in a spoiler tag]
ACTIONS:
At-Will:
[Name/Description of At-Will action taken | Effect(s) of Action, including active buffs or debuffs | Cost of Action]
Reaction:
[Name/Description of Reaction taken | Effect(s) of Action, including active buffs or debuffs | Cost of Action]
Action:
[Name/Description of Action taken | Effect(s) of Action, including active buffs or debuffs | Cost of Action]
Accuracy: [Chosen Accuracy Stat]
<Roll Dice for Accuracy Here>
Damage: [Damage Tier]
<Roll Dice for Damage Here>
Status Effect: [Name of Status Effect] (Percent Chance of Success)
<Roll Dice for Status Effect Infliction Here>
ATTRIBUTES:
HP and Armour:
[Current HP/Max HP] [Current Armour]
Mana or EP:
[Current Mana or EP/Max Mana or EP]
Gauge or Grief:
[Current Gauge or Grief/Max Gauge or Grief]
[For Wishmakers, indicate how much Permanent Grief you have, if any]
Defence:
[Defence + Bonuses to Defence | Total Defence]
Resistance:
<List your current unused Resistance stacks>
DR:
[DR if any this turn]
Current Effects:
<List of all afflicting Status Effects and remaining duration for each>
Damage Received:
[Total amount of damage you received this turn]
CHARACTER DATA:
<Your character's name here>
Class:
[Your character's Class and Level | Describe your Class Trait here]
Body:
[Your current Body stat]
Mind:
[Your current Mind stat]
Soul:
[Your current Soul stat]
Skills:
<List your character's Skills. For those with limited uses, indicate how many are left. Feel free to rename them according to Narrative Flexibility. Just be sure to add the original names of the Skills in parentheses.>
Spells:
<List your character's Spells. For those with limited uses, indicate how many are left. Feel free to rename them according to Narrative Flexibility. Just be sure to add the original names of the Spells in parentheses.>
Inventory:
<List your character's Items. For those with limited uses, indicate how many are left. Feel free to rename them according to Narrative Flexibility. Just be sure to add the original names of the Items in parentheses.>
Gauge Spells/Abilities or Doppel:
<List your Techmage's Gauge Spells and Abilities. If limited uses, indicate how many are left.>
[For your Wishmaker's Doppel, describe its effects, if it is currently active, and how many turns remain.]
Faction and Assets:
[Name the Faction you are part of, and indicate how many Asset Activations you have left for this thread. List which Assets you have chosen to use for this thread, and how many uses remain for each of them.]
Aesthetic and Perk:
[Wishmakers only. Write down your character's Aesthetic and their corresponding Perk]
That looks like quite a bit! As you can see, each item on the tracker has a bit of an explainer there. The theoretical stuff might help, but I'm sure you're wondering how this all comes together in a real combat post.
Fortunately, we'll make you an example right here, one for each Origin. But first, click on the spoiler link below to grab a copy of the Tracker template, for your own use and customization!
[size=2][b]COMBAT TRACKER[/b][/size]
[b]SUMMARY:[/b]
[spoiler]
[hr]
[b]ACTIONS:[/b]
[b]At-Will:[/b]
[b]Reaction:[/b]
[b]Action:[/b]
[b]Accuracy:[/b] [Accuracy Stat]
<roll=1d100+Accuracy Stat>
[b]Damage:[/b] [Damage Tier]
<roll=Damage Tier>
[b]Status Effect:[/b] (XX%)
<roll=1d100>
[hr]
[b]ATTRIBUTES:[/b]
[b]HP and Armour:[/b]
xx/XX HP] YY ARMR
[b]Mana or EP:[/b]
xx/XXX Mana/EP
[b]Gauge or Grief:[/b]
xx/XXX Gauge/Grief | Y Permanent Grief
[b]Defence:[/b]
XX + YY | ZZ
[b]Resistance:[/b]
[b]DR:[/b]
[b]Current Effects:[/b]
N/A
[b]Damage Received:[/b]
N/A
[hr]
[b]CHARACTER DATA:[/b]
[b]Class:[/b]
[b]Body:[/b]
[b]Mind:[/b]
[b]Soul:[/b]
[b]Skills:[/b]
[b]Spells:[/b]
[b]Inventory:[/b]
[b]Gauge Spells/Abilities or Doppel:[/b]
[b]Faction and Assets:[/b]
[b]Aesthetic and Perk:[/b][/spoiler]
SAMPLE COMBAT POST: WISHMAKER
Koushiro deftly stepped aside as the Witch, a hodgepodge of various concession stand snacks, shot a storm of deadly molten caramel popcorn in his direction. The Invincible Red Glare, as many others called him, had seen his share of Hexes, and by this point, nothing new could excite him anymore. This wasn't a passion, or even a side hobby. At this point, for him, it was a job.
The projectile snacks struck the corner of the theatre-like Labyrinth, punching holes through the red velvet seats while leaving behind holes lined with a sweet-smelling ooze that corroded what material was left.
Raising his special JRPG Hero Sword overhead at an angle that probably would have looked very at home in a JRPG - that was a big part of his wish, after all - he dashed forth at his target and unleashed a flurry of strokes at its burger-shaped head. Then he would attempt to thrust the tip of his blade into its red and white striped popcorn box torso, before attempting to cut off its hotdog bun legs.
For Koushiro, this Witch was no threat. They were never a threat, thanks to his wish. Whenever he complained about it, Rokubey would chide him for not thinking it through better. And now, he was cursed with success, as strange as that might sound. Sure, he didn't have to worry about dying from running out of Seeds, unlike other Wishmakers. But by Kokuri-san, every fight was completely boring!
SUMMARY:
Witch MARY-MINA attacks Koushiro with Projectile Caramel Popcorn! She rolls an Accuracy of 101
Koushiro uses Single Defence Action (B) to avoid the attack! Then he uses Self-Augmentation - Damage (A) and counter attacks using the item Baseball Bat to do three (3) instances of Direct Single Attack (B)!
ACTIONS:
Reaction:
Step Aside (Single Defence Action (B) - Evasion | 90 Defence +20 Body + 10: 120 Total Defence | +5 EP/Grief)
At-Will:
Dramatic Sword Pose (Self-Augmentation - Damage (A) | +1 Damage Tier to all attacks in next Action, add Major Effect: Pierce to all attacks in next Action | +9 EP/Grief)
JRPG Hero Sword (Baseball Bat | +3 Damage and 20% chance to inflict concussion for all attacks in next Action | 2/3 uses left)
Action:
Flurry of Strokes (Direct Single Attack (B) | Use up to 3x per Action, Self Augmentation - Damage (A), Baseball Bat | +2 EP/Grief)
Accuracy: BODY
2MytnH841d100+40
Damage: Damage Tier 8+1 (Self-Augmentation - Damage (A))
4d6+3
Status Effect: Concussion (20%)
1d100
Thrust into torso (Direct Single Attack (B) | Use up to 3x per Action, Self Augmentation - Damage (A), Baseball Bat | +2 EP/Grief)
Accuracy: BODY
1d100+40
Damage: Damage Tier 8+1 (Self-Augmentation - Damage (A))
4d6+3
Status Effect: Concussion (20%)
1d100
Cut off legs (Direct Single Attack (B) | Use up to 3x per Action, Self Augmentation - Damage (A), Baseball Bat | +2 EP/Grief)
Accuracy: BODY
1d100+40
Damage: Damage Tier 8+1 (Self-Augmentation - Damage (A))
4d6+3
Status Effect: Concussion (20%)
1d100
ATTRIBUTES:
HP and Armour:
90/90 HP] 0 ARMR
EP:
20/140
Grief:
24/140 (0 Permanent Grief)
Defence:
90 + 20 + 10 | 120
Resistance:
42, 45, 49, 43, 48
DR:
0
Current Effects:
N/A
Damage Received:
N/A
CHARACTER DATA:
KOUSHIRO TAKUMI
Class:
Narcissist (Lv 20 | It's Gonna Be Me: +1 Damage Tier to Mind attacks | +10 success to Mind actions | +1 Extra Grief for every 5 EP)
Body:
40
Mind:
40
Soul:
40
Skills:
(Irrelevant to the example)
Spells:
Single Direct Attack (B) (Free spell slot)
JRPG Hero Costume (Single Defensive Action (B))
Self Augmentation - Damage (A)
8 more slots irrelevant to the example
Inventory:
Accessory 1: JRPG Hero Sword (Baseball Bat | At-Will: +3 Damage and 20% chance to inflict Concussion for all attacks in next Action | Action: see item description | 2/3 Uses left)
Consumable 1: First Aid Kit (Bag of Potato Chips | Reaction: Restore HP by 25 for yourself or an ally | 1/1 Uses left)
Consumable 2: MORNING RESCUE! (Reaction: Reduce Grief by 20 for yourself or an ally | 1/1 Uses left)
Seed: Grief Seed (Reaction: Reduce Grief by 100%, if Grief is below 100%, remove 1 Permanent Grief | 1/1 Uses left)
Doppel:
Clowd Stroke (Servant of Wrath)
Effect: x2 Damage to all attacks while summoned
Aura: -25% Defence to self and allies while summoned
Cost: -50% Defence to self after Doppel leaves
Summon Duration: 2 turns
Status: Unsummoned
Faction and Assets:
Independent
Aesthetic and Perk:
Aesthetic: Chivalrous
Perk: Noblesse Oblige: Once per battle, reroll any Ally support action, and take the better of the two rolls.
SAMPLE COMBAT POST: TECHMAGE
Major Cherenko sneered at the pair of black-robed indigenous mages who dared to attack her. Based on the intelligence reports about that "Magicus" or whatever cult they belonged to, their robes gave away their positions as nobody smallfry.
Sure, they might have been taller than her, and their attacks seemed to be threatening, but she was far higher up the food chain. She hadn't even needed to move from this very spot. Which was convenient, because the sidewalk in this dingy sewer was pretty narrow, and one of the last things she wanted to happen was fall into a barely moving river of gunk and septic waste. Who knows what heinous indigenous viruses dwelled in that dark grey muck?
And so, as a Rank AA+ combat mage in the Air Armaments Service, she did the courteous thing and stood perfectly still, waiting for them to strike.
The first raised once again her cute little wand-like thing with a heart shape on top and aimed it at her. Purple sparkles began to gather around the wand's head, and before you could say "pixie dust", the sparkles were now a torrent headed her way.
The second had already closed the gap like earlier and drawn her black batons, made of some heavy-looking wood, which she swung like tonfas in the Major's direction.
<<ROUND SHIELD>> Imperatrix Vult announced from her place, a rifle slung over her master's shoulder. Immediately, a circular wall made of bright green mana, woven into intricate patterns, appeared between the Major and her foes.
All three swings of the black batons bounced harmlessly off this shield, while the storm of sparkles were weathered by its energy.
"My turn." Cherenko grinned, almost maniacally, as she took the rifle off her shoulder and pointed it at her opponents, who were starting to regroup. "Imperatrix! Fire up the FCS and load a Cartridge! It's time!"
<<ROGER, MASTER! FCS ENGAGED>>
An intricate screen of green and gold mana appeared before the Techmage, its most notable feature the vague resemblance to a set of crosshairs.
<<CARTRIDGE LOAD>>
The hydraulic hiss of the device's components as it slid a fresh cartridge into the chamber and ignited it was sweet music. Cherenko glowed with both extra mana and almost uncontrollable glee. It was indeed time.
Imperatrix knew what that declaration meant.
<<ARCING STORMLIGHT SURGE>>
"This is what happens when maggots try to take on a falcon!" Cherenko's grip on the device tightened as a sphere of green mana formed at the muzzle and began to grow. "STORMLIGHT... SURGE!" Now the size of a basketball, the sphere unleashed a torrent of chaos. Streams of bright green lightning crackled wildly in the general direction of her foes, jagged serpents that darted whichever way as if to disorient, searing any nearby concrete it touched, and vaporising the liquid component of the sewage to leave behind cauterised muck.
If these maggots somehow survived this attack, the Major would indeed be very impressed!
SUMMARY:
Black Feather A attacks Lantra with Purple Sparkles! She rolls an Accuracy of 42
Black Feather B attacks Lantra thrice with Mahogany Baton! Her Accuracy Rolls are: 94, 75, and 33!
Lantra uses Evade to avoid all the attacks! She uses Area Search to raise her Accuracy by 10. The spent mana raises her Gauge to 50%!
Lantra uses Midchildan Cartridges to boost Damage Dice by +1 and Damage by 5! She counters with Gauge Spell Stormlight Surge!
ACTIONS:
Reaction:
Round Shield (Evade | 80 Defence +15 Body: 95 Total Defence | 0 Mana)
At-Will:
Fire Control Spell (Area Search | +10 Accuracy to next Attack | -5 Mana)
Midchildan Cartridges (+1 Damage Die, +5 Damage | 1/2 Uses left)
Action:
Stormlight Surge (Gauge Spell | Area: 2 Dmg Dice, 2 Targets - Aim: roll 2 sets of Damage Dice an take the better set - 10% Stun chance - Area Search, Midchildan Cartridges | -7 Mana)
Accuracy: MIND
1d100+60
Damage: Damage Tier 10 (Aim: choose the higher roll)
12d8+5
12d8+5
Status Effect: Stun (10%)
1d100 FAILED!
ATTRIBUTES:
HP and Armour:
80/80 HP 0 ARMR
Mana:
108/140
Gauge:
29/50 (Reset Gauge for Gauge Spell)
0/50 (After Spell)
Defence:
80 + 15 | 95
Resistance:
47, 41, 40, 44, 46
DR:
0
Current Effects:
N/A
Damage Received:
0
CHARACTER DATA:
LANTRA CHERENKO
Class:
Elite (Lv 20 | Standby Ready: +2 Damage to Basic attacks when equipped with Intelligent/Storage Device | +1 Extra Gauge for every -5 Mana)
Body:
30
Mind:
50
Soul:
40
Skills:
(Irrelevant to the example)
Spells:
10 slots irrelevant to the sample
Inventory:
Armament: Imperatrix Vult (Intelligent Device | At-Will: +10 ACC/+10 DEF/+5 DR/+1 DT | Indefinite)
Accessory: Midchildan Cartridges (At-Will: +1 Dmg Die and +2 Dmg Tier (or +5 Dmg) / +15 DR or ARMR / +15% Status Success| 1/2 Uses left)
Consumable: Field Rations (Noodle Canister | Reaction: +25 Mana for yourself or an ally | 1/1 Uses left)
Field Spell: Barrier Jacket Mk I (At-Will: -2 Mana for +2 ARMR, up to 5x per turn)
Gauge Spells:
Stormlight Surge
Damage Base: Area (Roll 2 Damage Dice and attack up to 3 Targets)
Major Effect: Aim (Roll 2 sets of Damage Dice an take the better set)
Minor Effect: 10% Stun chance
Cost: -5 Mana, -2 Mana for each extra Target
Faction and Assets:
Hex Hammer
5 Faction Asset slots irrelevant to the sample
HOLDING BACK
Some newer players might want to fight more advanced characters for plot reasons, or because they find their stories and personalities interesting. Alternatively, some veteran players might have hit things up with a newbie and want to show them the ropes in a friendly skirmish.
But how could a freshly made character possibly survive the wrath of a Level 20 veteran?
Simple. The veteran can hold back.
In Skirmishes, stronger players are allowed to fight lower level opponents on more even ground, by reducing their various combat parameters. This can be done in a number of ways.
First, and the easiest thing to do, is to simply not use spells, items, skills, and other things that your opponent has no equivalent to.
Second, you can lower your Stats for the purpose of dice rolls. For example, Mami can lower her Mind from 50 to 10 when rolling for Mind attacks. What would have been a +50 Accuracy modifier instead goes down to +10. This will also lower her Damage Tier accordingly.
Third, you can declare your passive bonuses of choice inactive. Like if Vivio were to switch off the Device Optimiser skill, so that she doesn't passively get 3 free Gauge each turn.
Last, you can also lower your Attributes directly, without having to adjust the Stat itself. For example, maybe Nanoha doesn't want to blow up her new trainees, so she lowers her Damage Tier to something more manageable than "total annihilation". But she still wants to tag them in the spar, so her Accuracy modifier doesn't go down quite as much if at all. This is unlike lowering a Stat, where every Attribute derived from it gets reduced accordingly.
You can't lower more permanent attributes like HP, Mana/EP, and such. But otherwise, adjusting Attributes like Accuracy, Resistance, and Damage Tier can go a long way in making the fight fairer for a new player.
Holding Back applies only to Skirmishes, and is not an option in Duels, Hex Hunts, Events with combat elements, and so on.
DECIMALS AND ROUNDING NUMBERS
Now, with all of these maths going around, sometimes we won't be able to avoid decimal numbers.
Because a fight can be very well decided by a difference of 1, we take this matter very seriously!
So here's how it works...
WHEN TO ROUND UP:
When the number in question is a bonus, buff, or anything with a positive effect, then the number is to be rounded up.
For example, if a character's Damage Roll is buffed by 25% and results in something like 16.25, you round up. Yes, this goes against basic math where you round down at below 0.5. But screw the rules, we're making our own rules here!
Now of course this doesn't apply to something like a Wishmaker's Grief or EP tolls being increased by 25%. That's a debuff more than anything!
Speaking of which...
WHEN TO ROUND DOWN:
When the number in question is a penalty, debuff, or anything with a negative effect, then the number is to be rounded down.
The most common example you might encounter would be the case of defensive spells that cut damage, typically in half or by 2/3.
Odds are that your damage rolls will get odd number results at least as often as even number results. So if you roll 13 damage, and your opponent uses a defensive spell to cut that in half, it becomes 6.5. But since the attack is experiencing a negative effect, we round that down to 6.
Yes. That means damage cutting effects are helpful at keeping you alive, even by a difference of 1.
For that whole EP/Grief thing, then yes, you round down. Let's say you're debuffed and your Grief Toll is boosted by 25%. You use spells that amount to +7 grief. That's 8.75.
Fortunately for you, that's a bad effect, and so your grief will only go up by 8 rather than 9. Yes. Even with that 0.75.1d100+40·4d6·1d100+40·4d6·1d100+40·4d6·1d100+40·4d6+3·1d100·1d100+60·12d8+5·12d8+5·1d100