Basic Combat.   Posted by GM-sama.Group: 0
GM-sama
 GM, 69 posts
 ZA WARUDO!
 Toki wo tomare!
Sat 5 Dec 2009
at 04:49
Basic Combat
There are several rules for basic combat that are vital in this system. Here, I will mention any of these things that come to mind.

Movement

When a character moves, they spend action points. The number of spaces they move in a single action point depends upon their Movement Efficiency, which is usually 2, but is increased or decreased by certain pieces of equipment, feats, traits, and flaws. When a character changes direction, they spend one action point for every 90-degree turn they make.

A character is considered to be able to clearly see up to ten tiles away unless an object, status ailment, or weather effect obscures it. While a character can normally see up to twice as far away than this, the detail is generally insufficient to make any judgments about it. Weather effects negate this doubling effect, making the maximum visible distance 10 minus the effect from the weather's effect.

Attacking

When a character is within range of a target, they can unleash a normal attack or feat. All feats have their own action point cost, but normal attacks cost a number of action points equal to their agility rating. The average is 2, but most large weapons take 3.

When a character makes an attack, their chance of hitting is equal to their weapon's accuracy minus their opponent's evasion percentage. Lighter, low-quality items are generally more precise, though enchantments can increase it. Similarly, lighter, low-quality armor tends to grant more evasion, while heavier armor tends to decrease it. Enchantments can also enhance evasion.

Attacking an opponent from the side grants you an additional 5% chance of successfully striking them. Attacking an opponent from behind grants you an additional 10% chance of striking them. Attacking an opponent that is already preoccupied by an ally threat grants you an additional 5% chance of successfully striking them, which can stack if you also strike them from the side or from behind.

This message was last edited by the GM at 22:01, Fri 29 Jan 2010.

GM-sama
 GM, 70 posts
 ZA WARUDO!
 Toki wo tomare!
Sat 5 Dec 2009
at 05:27
Re: Basic Combat
Experience Points

Unlike many RPGs and tactical RPGs, experience points are not awarded from performing actions or even defeating enemies. Instead, experience points and treasure are awarded at the end of a successful encounter to any individual who partook in the battle. People who are not in a battle will not gain any experience or find any treasure.

In addition, fulfilling certain conditions in combat can award additional experience. Such circumstances include:

Highest Kill Count
: Whoever made the most kills in the battle.

Highest Damage Count: Whoever caused the most or healed the most damage, whichever is higher.

Most Valuable Participant
: Voted on by the PCs at the end of every battle.

Party members who are not in a battle are generally at base, where they can train or partake in errands, which can warrant their own experience and treasure rewards.

This message was last edited by the GM at 05:37, Sat 05 Dec 2009.

GM-sama
 GM, 71 posts
 ZA WARUDO!
 Toki wo tomare!
Sat 5 Dec 2009
at 05:37
Re: Basic Combat
Time of Day/Weather/Terrain

The time of day, weather, and terrain can grant their own benefits or penalties as well.

Daytime: Most individuals are accustomed to daytime. There is no effect.

Nighttime: Most individuals are not accustomed to fighting at night. Their accuracy and evasion are decreased by 5% and line of sight is reduced by 2.




Sunny: Most individuals are accustomed to sunny weather. There is no effect.

Foggy: Lowers visibility. Accuracy is decreased by 5% and line of sight is reduced by 4.

Rain: The ground becomes slippery, causing city roads, dirt paths, and plains to become difficult terrain, reducing movement efficiency by 1.

Snow: The ground is full of thick snow. Movement efficiency is decreased by 1. If it is also sunny, all creatures have a 50% chance of being blinded on the first round.




City Road: The roads and tops of buildings are this type of terrain. It grants no bonuses or penalties.

Dirt Road: Rural roads are this type of terrain. It grants no bonuses or penalties.

Plains: Wild grass is this type of terrain. Damage is reduced by 10% in Plains.

Forest: Any place with thick trees is this type of terrain. Attacks made into a forest are 10% less likely to hit. Movement efficiency is reduced by 1.

Mountains: Steep, rocky terrain count as this type of terrain. Damage is reduced by 15%. Movement efficiency is reduced by 1.

Desert: Sandy beaches and other densely sandy areas are this type of terrain. There are no bonuses. Movement efficiency is reduced by 1.
GM-sama
 GM, 96 posts
 ZA WARUDO!
 Toki wo tomare!
Fri 29 Jan 2010
at 22:00
Re: Basic Combat
Reading the Map

Battles in this game will be fought on grid-like maps of varying size. Regardless of how different maps happen to be, they will all be handled in the same manner. This is post is so that everyone understands the map and what their duties as a player are when they concern the map.

All maps have at least two dimensions. The rows of the map are labeled with numbers, while the columns are labeled with letters. When a player moves their character, they should at least identify the square that they will end their turn in if they move. Players should also identify the direction in which their character will face in the Map Legend. (See below)

It is possible that some maps will involve obstacles with height values, such as buildings or other tall objects. Objects that have height will be defined by double letters pertaining to the height (AA for 1, BB for 2, CC for 3, etc.) Characters can scale an object provided that their movement efficiency is equal to or greater than the height of the object. Scaling the object will take two action points instead of one.
GM-sama
 GM, 97 posts
 ZA WARUDO!
 Toki wo tomare!
Fri 29 Jan 2010
at 22:18
Re: Basic Combat
Map Legend

The Legend is listed below the grid in any encounter and will appear in any GM post. The legend will include a list of all visible units, including the entire party and any unit within the sight of a party member. It will also include the direction in which all of those units are facing. It will look something like this:

Ayumu - LEFT
Larry - UP
Occam - UP
Glenn - RIGHT
Sheik - DOWN

Bandit 1 - DOWN
Bandit 2 - RIGHT
Bandit 3 - LEFT




In addition, the Legend will list the types of terrain on the map. Usually, terrain types will be identified by colors that will be clearly defined in the Map Legend below the grid, but in instances where labeling all instances of a color are simply too inconvenient, they may be pointed out by spaces on the grid as so

Mountain - Brown
Forest: A1-D1, Square B2-D2-B4-D4, Triangle H5-F5-J5, A10, F3, G9, L18


In this case, "Mountain - Brown" identifies all brown squares as mountains.

A1-D1 identifies a line starting at A1 and ending in D1, so A1,B1,C1, and D1 are all forest.

Square B2-D2-B4-D4 identifies a square or rectangular shape using the four listed squares as points. Anything within this shape is Forest as well.

Triangle H5-F5-J5 identifies a traingular shape using the three listed squares as points. Like the square, anything within this shape is also Forest terrain.

Coordinates that stand alone are individual squares that are the given terrain type. In this case, A10, F3, G9, and L18 are also Forest.