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Game Mechanics.

Posted by AshuancouruxFor group 0
Ashuancourux
GM, 59 posts
Breaking the game
One rule at a time
Tue 4 Apr 2017
at 19:29
  • msg #1

Game Mechanics

So you're wondering what goes on under the hood... Well, that's easy:

First off, here are a few basics that everyone should know about the battle system.

Money: Money is earned in battles for kills and wins. Both guilds and mercenaries start with no gold.

Wins: If your guild wins a battle, it gets an amount of gold set by the GM running the battle. Your guild also receives a GM-set amount of bonus experience.

Losses: If your guild loses a battle, it gets a lesser amount of gold (set by the GM also). (Yes, this is right. You are basically paid for fighting whether you win or not. Staying active has its benefits.) Bonus experience is also received.

Kills: Your guild gets 100G and 5 bonus experience for each "kill". (Note, no units are ever really dead.)

Note that this bonus experience is a 'resource' of sorts as it is unassigned and separate from hit and kill XPs. It is the Leader's responsibility to distribute this bonus experience as he sees fit. Since new characters join at level 1 however, it is advised to set some aside for these purposes.

Weapons Triangle:
Swords beat Axes
Axes beat Lances
Lances beat Swords

Magic Triangle:
Light beats Dark
Dark beats Anima
Anima beats Light

Anima Triangle:
Wind beats Thunder
Thunder beats Fire
Fire beats Wind

Rescue: A unit can rescue an adjacent unit who’s Con is lower than its Aid. A rescued unit is held by the rescuing unit, who can choose to drop them in an adjacent space later. If the unit holding the other one dies, the held unit is dropped in its place. Skill and Speed are halved when holding a rescued unit.

Equipping: A unit can equip one weapon AND one other item (e.g. a ring) at any one time. Equipped items cannot be stolen.

Leadership: Any unit within 3 spaces of the guild leader gets a +10%hit/avoid bonus. In the case of a guild leader not participating in a battle from the start, another unit may be elected to 'lead' (and so this unit carries the turf bonus and +10% hit/avoid bonuses).

Should the leader die, all friendly units adjacent to the leader all stunned and cannot be moved in their following turn (They are still able to fight back if attacked, trade with, etc.). Furthermore, if the side with the leader had a territory bonus, it goes away for the rest of the battle (but can be used in following battles).

Mounted Units: Like in FE4 and FE9, mounted and flying units may use the rest of their move after doing an action, but they cannot perform another action (For instance, a horse unit could move, attack, and then move again, but it could not attack again).

Experience:
- Hitting someone in combat gives a base 10 experience. For each level they are higher than you, add 5 experience, for each level they are lower than you, subtract 1 experience.
(Ex: If a level 2 unit were to hit a level 3 unit who hit him back, the level 2 would get 15 exp and the level 3 would get 9.)
- If you are involved in combat, but don't land a hit, you get 1 experience.
- Defeating a unit gives a base 30 experience. For each level they are higher than you, add 10 experience, for each level they are lower than you, subtract 2 experience.
(Ex: If a level 2 killed a level 3 he would get 40 exp. If the level 3 killed the level 2 he would get 28 exp.)
- Staves give set experience depending on the stave. The amount of experience staves give is listing in their stats.
- Stealing an item gives 30 exp, regardless of level.
- Units hitting an enemy leader or boss will gain an extra 10 exp, on top of whatever is already earned. (Misses still get only 1 exp.)
- Units killing an enemy leader or boss will gain an extra 20 exp, on top of whatever is already earned.
- There is no penalty for the leader attacking regular units. Calculate their exp gain from battles as regular.
-For the purposes of calculating experience, promoted units count as the sum total of their levels. For example, a unit that was level 20/01 would count as level 21. A unit that was level 11/13 would count as level 24.

Leveling Up: When your character reaches 100 experience, they level up. You experience resets to 0. To determine which stats improve, a judge will roll a random number for each of your character's growths. Every stat for which the number was equal to or less than the growth goes up by 1 point.

Weapon Ranks:

Every time you use a weapon of a certain type, your "uses" with that weapon type goes up by 1. The number of uses you have with a weapon type determines your rank in that weapon type. You will need to keep track of this, as most stronger weapons have a Weapon Rank requirement.

Weapon Ranks:
All weapons except Staves:

E - 0-15 uses
D - 16-35 uses
C - 36-60 uses
B - 61-90 uses
A - 91-125 uses (will not go above 91 until promoted)
S - 126+ uses (Having S rank means +5 to hit and +5 to crit with that weapon type.

Staves:

E: 0-10 uses
D - 11-25 uses
C - 26-45 uses
B - 46-70 uses
A - 71-100 uses (will not go above 71 until promoted)
S - 101+ uses (Having S rank adds +2 to healing power and +5 accuracy with a status staff.)


You may get S-ranks in more than one weapon type, unlike in the games. Weapon types gained upon promotion start at a D-rank (11 uses).

Promotion: Promotion will work like it did in Fire Emblem 9. When a level 20 unit gains 100 experience, they automatically become a level 1 promoted unit. Promotion items may also be made available later. Any unit level 10 or over can use a promotional item to become a level 1 promoted unit. Experience with promoted units is calculated as explained in with experience section.

Battle Formulas. All the formulas are here for reference in case you want to know what exactly your stats do.

Attack Speed: (Used to determine whether or not one unit will strike twice.)
If Weapon Weight is greater than Strength, then:
Spd - (Weapon Weight - Str)

If Weapon Weight is lower than Strength, then:
Spd

Double Attacks: (Requirements to attack twice in one round)
If one units attack speed is 4 or more higher than the others, it will attack twice.

Avoid: (Used for Hit Percentage)
Attack Speed*2 + Luk + Terrain Avoid

Hit Percentage: (Determines your chance to hit your target)
Skl*2 + 0.5* Luk + Weapon Accuracy – Target’s Avoid

Damage (Might): (Determines the actual damage you’ll do to your target)
Str/Mag + Weapon Power – Target’s Def/Res – Target’s Terrain Defense
(Str/Def are used with melee attacks, Mag/Res are used with magic attacks)

Critical Percentage: (Chance of landing a critical strike)
Weapon Critical + 0.5*Skl – Target’s Luk

Critical Hits:
Criticals hit Str/Mag + (3 x Weapon Power) – Target’s Def/Res – Target’s Terrain Defense.

Staff Accuracy: (For staves that target enemies)
30 + 0.5*Mag + Skl – target’s res*5 – Distance from target*2

Effective Against: Weapons that are effective against a certain type of enemy double their Weapon Power against such enemies. If a weapon is effective against something, it will be noted in its stats.
Weapons Triangles: In combat, a person with a weapon triangle advantage gets +1 to might and +15% to hit percentage. The person at the disadvantage gets -1 to might and -15% to hit percentage. Certain weapons reverse the weapons triangle.

S-Ranks: A unit with an S-rank in a type of weapon gets +5% to accuracy and +5% to critical percentage.

Statuses: All statuses start with a count of 5. At the start of the character's turn, the count goes down by 1. Once the count reaches 0 the character is cured and thus may act right away. You can only have one status at a time. Enemies can cancel an old negative status by applying a new one.
Poison: Take 2 damage at the start of each turn.
Sleep: Character can't move or act. Character can still dodge. Getting hit doesn't wake character up.
Berserk: Character attacks the unit (friend or enemy) to which it can deal the most damage relative to their HP. Acts after all non-statused allies.
Silence: Character can't use Tomes or Staves.

Steal: Stealing is an ability unique to thieves. Thieves can steal any unequipped item (weapons included) that an enemy is carrying. For this to work, the thief must have an AS (attack speed) greater than that of the target unit.

Instant Death: Assassins have a 50% chance to instantly kill if they critical an enemy.
This message was last edited by the GM at 11:40, Thu 25 May 2017.
Ashuancourux
GM, 67 posts
Breaking the game
One rule at a time
Tue 4 Apr 2017
at 21:08
  • msg #2

Terrain bonuses

Few maps consist of nothing but flat, blank terrain. Here's a list of terrain modifiers for more tactical combat.

Terrain bonuses:

Terrain and movement work pretty much like they do in the game, but here's the information for if you are unfamiliar with the system. Every type of terrain has its own defense, avoid and movement cost. Here what they mean:

Name: Name of the terrain type.
Defense: Raises the defense of the unit on the terrain, making them more resilient to physical attacks.
Avoid: Raises the avoid of the unit on the terrain, making them harder to hit.
Movement Cost: Determines how much of a units move is used up when a unit moves into a tile of that terrain.

For example, a mercenary (mov: 6) moving through a plains tile (movement cost 1), a mountain tile (movement cost 3) and finally another plains tile (movement cost 1) would have 1 movement point left, so he could move into any adjacent square with a movement cost of 1. If a unit does not have enough movement points to move into a square, they cannot do it. For instance, the above mercenary couldn't walk through another forest (movement cost 2).

Any terrain types not listed either have the same stats as "Plains" or are impassible - you can't move into them.

Flying units:
Flying units (Wyverns and Pegasi) ignore terrain bonuses. For them, every tile has the following stats:

Defense: 0
Avoid: 0
Movement Cost: 1

NOTE: Castles (except for their gates), Walls, and Houses (the large multi-tile types in city, not villages and small houses) are impassible even to flyers.


Terrain bonuses:
Church
Defense: 0
Avoid: 0
Movement Cost: 1
Effect: Regain all HP at beginning of turn.

Desert
Defense: 0
Avoid: 5
Movement Cost: 3 for foot units, 4 for mounted units.

Forest
Defense: 1
Resistance: 1
Avoid: 20
Movement Cost: 2 for foot units, 3 for mounted units.

Gate
Defense: 3
Resistance: 3
Avoid: 30
Movement Cost: 1

House
Defense: 0
Avoid: 20
Movement Cost: 1

Lake/Sea
Defense: 0
Avoid: -10
Movement Cost: 3
Notes: Only traversable by pirates.

Mountain
Defense: 1
Avoid: 30
Movement cost: 3
Notes: Only traversable by foot units.

Peak
Defense: 2
Avoid: 40
Movement Cost: 4
Notes: Only traversable by brigands.

Plain
Defense: 0
Avoid: 0
Movement Cost: 1

Road
Defense: 0
Avoid: -10
Movement Cost: 1

Ruins
Defense: 0
Avoid: 0
Movement Cost: 1

Sand
Defense: 0
Avoid: 5
Movement Cost: 1

Village
Defense: 0
Avoid: 10
Movement Cost: 1

This message was last edited by the GM at 21:09, Tue 04 Apr 2017.
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