Post by Anna on Jul 14, 2017 1:56:51 GMT
The combat system on Indignation is modular, meant to provide a full Fire Emblem experience. However, we understand that all the information can get a bit overwhelming. So we've created this page as an introduction to the combat rules. Below, you will find all the information to carry out a basic fight. You can use this to get started with combat and should you desire a deeper RPG experience, you can look into the advanced rules.
Before you begin,
Basic Combat
Initiating Combat
Any unit may initiate combat against another unit. This includes: NPC on NPC, player on player, NPC on player, or player on NPC. The attacking unit must declare that they are starting a battle before attacking. From there, combat is taken in multiple steps.
Phase 0 ) Pre-Combat
Phase 1 ) Establishing Turn Order
Phase 2 ) Battle
Phase 3 ) Outcome
► Pre-Combat
► Turn Order
► Battle
► Outcomes
Basic Leveling
Character Level Ups
To level up a character, you need to purchase the level up from the shop. Non special classes can only level up to twenty. Beast characters and special classes may level to forty. Kitsune and Wolfskin are a special case which may also use a master seal at level twenty to promote their class like the rest of the base classes. If a base class hits twenty, they may master seal their class to become more advanced.
All characters will create their own thread to keep track of level ups. These can be created here. You must tag the admins with every level up.
Weapon Level Ups
To level up weapons, the next rank needs to be purchased in the shop. Be aware, that weapons can not be leveled if a unit does not meet the minimum level requirements.
Minimum Level for Weapon Rank Up
Base Classes
Level 3: D rank
Level 8: C rank
Level 12: B rank
Promoted Classes
Level 5: A rank
Level 10: S rank
Singular Classes
Level 25: A rank
Level 30: S rank
Be sure to change your stats in your character's profile and mini profiles as well!
1-100·1-6·1-2·1-2·1-2
Before you begin,
► Have you read the guidebook? There is a guide explaining how the site works. You will find how to set up a profile, how to earn gold, and how to purchase items.
► Do you have a character? There are a variety of character classes to choose from and each have a different role in combat. You can look into the character creation guide here.
► Not good at math? It's okay! There is a google spreadsheet that you can fill in the correct values and it will do all the calculations for you. Just be sure to clear it when you're finished.
Basic Combat
Initiating Combat
Any unit may initiate combat against another unit. This includes: NPC on NPC, player on player, NPC on player, or player on NPC. The attacking unit must declare that they are starting a battle before attacking. From there, combat is taken in multiple steps.
Phase 0 ) Pre-Combat
Phase 1 ) Establishing Turn Order
Phase 2 ) Battle
Phase 3 ) Outcome
► Pre-Combat
This phase begins the moment a unit declares combat and makes their first attack. Any damage dealt during this phase is halved. Odd numbers are rounded down. Speed does not matter in this phase. Units may reply in any order, but they may only make one action during this phase. After the attacking unit makes their first action, all thread participants must decide if they are participating. If none of the opposing units wish to fight, they are considered to have lost. However, if they strike back, the battle begins. Combat officially begins after all units have either attacked, preformed a supporting role, or have denied the combat encounter.
► Turn Order
After all parties have either agreed to join combat, or withdraw, the units compare their speed statistic to decide turn order. The unit with the highest speed goes first. Turn order is then determined in a falling scale, with the second highest speed going second, until all units have a turn. If a unit's speed changes for any reason, their turn order changes as well. If the change in turn order would give them a second turn in one round, that turn is skipped. They can not take another action until the next round. If units have matching speed, they must each roll one D6. The unit with the higher number goes first.Joining Mid-Combat
Allies, or enemies, may join combat after it has begun. Units joining the battle do not, initially, adhere to speed and turn order. They may join between any unit's turn. When a unit joins combat, they may immediately attack. All damage dealt by this attacked is reduced to a quarter. This damage can not kill a defending unit. It may only reduce it to one. After being attacked, the defending unit makes a free attack on the unit joining battle. All damage dealt by this attack is halved, not reduced to a quarter. Critical attacks can not be made during these attacks and skills can not be triggered. After that combat trade off, the unit joining battle now finds themselves in turn order, dictated by their speed. They do not make another attack during the round they joined.
► Battle
How to Fight
Accuracy of an attack is determined by several factors: A weapon's HIT, the enemy's speed, and the attacker's skill. First the attacking player adds their skill to the weapon's HIT. Then the defending player's speed is subtracted from that number. That new number is then rolled against a one hundred sided dice.
the dice icon
edit the range to say 1-100Example
Attacking player's skill is 5
Weapon's HIT is 80
Defending player's speed is 6
5 is added to 80. The player's accuracy is now 85. The defending player's speed is 6.6 is then subtracted from 85. His chance to hit is now 79.
The player hits the insert die button.
If the number is lower than the calculated HIT (79) the attack is successful.4nWamJLb1-100
How to Calculate Damage
Damage is dealt by adding a player's strength or magic to the weapon's MIGHT. Strength is added to physical weapons and bows. Magic is only added to magical weapons. When the number is determined, the defending player's defense is then subtracted from the number. Defense is used against attacks using strength, while resistance is used against attacks using magic. The damage they take is subtracted from their current health. Status effects are then added.Example
Attacking player's strength is 4
Weapon's MIGHT is 10
Defending player's defense is 5
Defending player's hp is 15
4 is added to the might of 10 to create 14. The player then subtracts their defense (14-5) to take 9 damage. 9 is subtracted from 15. The player's new health value is 6.
Double AttackingNormally, a unit may make only one attack-per-turn. However, if an attacking unit's speed is five points higher than the defending unit's speed, they can make a second attack. There are certain rules for this second attack. If the attacker is striking from range, a difference of at least one distance tier, then they may attack immediately. Otherwise, the second attack may only be made after the defending unit has struck back, or used their turn in some other way.
Special rules
If a defending unit attempts to change distance tiers to avoid the attack, the attacking unit may still make it, regardless of distance.
If an ability would reduce an opponent's speed, enough to allow a double attack, the attacking unit may not make a second attack this turn. Statistics that determine a unit's ability to double attack are only calculated at the start of their turn, not during it.
► Outcomes
Victory!
If a character wins an official fight run by the staff they will be rewarded. Bounties will grant gold and items, usually listed on the bounty itself. Gate victories will result in an ore and site events have various rewards. If this is a player vs player roleplay initiated by two characters, there is no reward outside of character development.
Loss...
Losing a battle is never fun. In the event that a player unit is defeated, they will lose one item from their inventory. The item will be chosen at random, through a dice roll. If the unit does not have any items in their inventory at the time of defeat, the unit's name will be marked down and the next time an item is earned, it will not be given. This will only happen during bounty roleplays, gate roleplays, and event roleplays. Player versus player fights, or ones solely for the purpose of roleplay will have no impact.
Basic Leveling
Character Level Ups
To level up a character, you need to purchase the level up from the shop. Non special classes can only level up to twenty. Beast characters and special classes may level to forty. Kitsune and Wolfskin are a special case which may also use a master seal at level twenty to promote their class like the rest of the base classes. If a base class hits twenty, they may master seal their class to become more advanced.
d6 Method
The basic way to level up your character's stats involves the use of a d6 and d2's to be allocated to your character's stats as you see fit.
Once a level up is purchased, the player rolls a six sided die. The number shown is how many different stats that may be leveled up. From there, a two sided dice is rolled for each skill being leveled up. Those numbers are then added to the chosen skills. One die is rolled per skill being leveled.1-6
number of stats
1-21-2
rolls can be applied to stats in any order
Level 1 Cavalier
HP 17 (+2) | STR 6 | MAG 0 | SKL 5 | SPD 5 | DEF 5 | RES 3 (+1)
Level 2 Cavalier
HP 19 | STR 6 | MAG 0 | SKL 5 | SPD 5 | DEF 5 | RES 4
Growth Rate Method
There is a more complex method based on growth rates and allocating stats specific to your character. It's currently in beta and not mandatory at all.
All characters will create their own thread to keep track of level ups. These can be created here. You must tag the admins with every level up.
@nvmore @meg
Weapon Level Ups
To level up weapons, the next rank needs to be purchased in the shop. Be aware, that weapons can not be leveled if a unit does not meet the minimum level requirements.
Minimum Level for Weapon Rank Up
Base Classes
Level 3: D rank
Level 8: C rank
Level 12: B rank
Promoted Classes
Level 5: A rank
Level 10: S rank
Singular Classes
Level 25: A rank
Level 30: S rank
Be sure to change your stats in your character's profile and mini profiles as well!
1-100·1-6·1-2·1-2·1-2