Post by Anna on Jan 11, 2017 23:59:33 GMT
Enjoying the roleplay experience so far, but want something a little more? Great to hear! You will find more advanced rules below. These rules are entirely optional between everyday threads. You should talk with your thread partner about these rules before you begin combat. It's best to know how complicated you would be like the fight to be before it begins. These rules will come into play when doing an official fights through some events, bounties, or gate encounters.
Healing
Unarmed Combat
Critical Hits
Escaping From Combat
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Healing
Healing
A unit capable of using staves can not heal themselves. If they choose to heal an ally, they may not attack after healing. A unit may not use a vulenary on an ally, but they may give their turn up to hand a vulenary to an ally.
Unarmed Combat
Unarmed combat initially uses a character's raw STR stat in order to fight. That's it. It's open to all characters to use when they see fit. It could be a finishing blow, two people brawling in a bar, an healer or archer pushing back an attacker. This does take the place of an attack and should be treated as a normal move otherwise. As a character gets more powerful they're able to increase their unarmed ability.
Its rank up costs 375 from the shop. Everybody starts with Rank E Fists.Rank E
MT 0 HT 75 (Can't damage armor or mounted units)
Rank D
MT 2 HT 80 (Cant damage armor or mounted units)
Rank C
MT 2 HT 85 (Can damage mounted units, can't damage armored units)
Rank B
MT 4 HT 90 (Can damage all units)
Rank A
MT 6 HT 90 (Can damage all units)
Rank S
MT 8 HT 90 (Can damage all units and gives them -2 STR)
Critical Hits
If an attack's roll is under half your SKILL statistic, you deal double damage. If half of your skill is a decimal, round down to the nearest number.
Escaping From Combat
An opposed speed rolls is required to escape from combat. The base escape chance is sixty. The unit fleeing from combat adds their speed skill, while subtracting all opponent's speed skills from the base chance. Level differences will also modify the chance. For every level higher the fleeing unit is over their opponent, an additional five points will be added to the escape chance. For every level under the opponent that a fleeing unit is, an additional five points will be subtracted.
The value is rolled against a d100. This can only be done before combat begins, or during the fleeing unit's turn. If the roll is a success, that unit exits both the battle and the thread without penalty. Anyone with a ranged weapon gets one final attack on the fleeing unit. If the ranged attack would defeat the unit, they are considered to have lost the battle without escaping. If the escape roll fails, then the fleeing unit loses their turn. No other actions can be made after a failed attempt at fleeing. A unit may attempt to flee until they are either defeated, or successfully escape.Example:
Lucina realizes the world is ending and she can't win. A magical portal can save her. Yay. However, she is fighting a level 10 dragon. Lucina herself is only level 9. Her speed is 20 for some reason. The dragon's is 15. Lucina decides she wants out. She would add her speed (20) to the base escape chance (60).
Lucina speed: 20
Base escape chance: 60
The new value for escaping is 80. However, the dragon isn't too keen on her getting out of here alive, silly dragon. She would subtract the dragon's speed (15) from her escape chance.
Escape chance: 80
Dragon's speed: 15
The new escape chance is 65. But oh no! The dragon is 1 level higher than she is. Because he is 1 level higher, she would subtract 5 points from her escape chance. The final value would be 60 again. Funny how that works out.
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(pretend its under 60)
By some miracle, probably because she's a main character, Lucina manages to escape the dragon, but that archer I forgot to mention takes a shot at her. Even though she escaped, a ranged weapon can still get one final attack on her. However, Lucina made it through the portal! Yay! She has an arrow in her spleen and dies several hours later. Isn't this fun?
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