BATTLE
& COMBAT
Since the entire
RPG revolves around a huge war, it's pretty obvious that there's
going to be some conflicts. It's also pretty certain that there
needs to be a way to figure out who wins the battles without
simply just someone deciding at random. Below are the ways that
the outcome of Battles and Combat are decided. As you may have
guessed, Battle and Combat are two different things. Battle
refers to an attack involving many people, and is used for
sieging walls, forts, or towns. Combat refers to 1-on-1
conflicts, where it's more of a cool "swordfight" type
of attacking (though you won't necessarilly use swords) that is
designed for more drawn out, dramatic battles. There is another
option of deciding the outcome of Combat, and that is for the two
involved to tell it out. However, this is usually not a very good
method as most often one character ends up dying in Combat. Many
people may die in battle as well, and who becomes victorious in
either situation depends heavily on the skill, surroundings, and
weapons of the soldiers/warriors.
In certain cases,
multiple people may be involved in Combat. In these situations,
the characters choose whom they want to attack. No more than four
people can be involved in Combat at once, though. However, if
more warriors are present they may join Combat after another has
fallen/retreated.
*NOTE - Overseers
will roll the dice determining the outcomes of these conflicts.
That's right, I (or other Overseers) roll the dice and
everything, not you (for the sake of fairness). The stuff below
just tells you how its done and how you can have a better chance.
BATTLE
Battles are decided through dice
rolling, mostly based on terrain and abilities of your character.
Battles are generally when you siege something, most likely a
wall or gate. After every turn, the defending side gets to fire
projectiles. The beginning part of Battle is as follows:
- It usually takes a normal character four
turns to reach a wall or gate. After each turn, the
character is susceptible to fired projectiles (usually
arrows, though can be thrown items) from the defending
side.
- If a character is skilled at running, it
only takes three turns. If a character is on horseback,
rolling, hovering, or (in the case of Zoras) swimming,
it'll only take two turns.
- If the terrain is uphill, it'll take an
extra turn to reach the location. If the terrain is
swampy, covered with snow, muddy, or otherwise harder
than usual to cross (includes water for all races but
Zora), it will take an extra turn.
When a character reaches the
target, here is what happens.
- All races but Gorons are able to use the
Hookshot, and all walls (except the wall to Gerudo
Lagoon, the wall around Clock Town, the wall around Ikana
Castle and the wall around Deku Palace) have wooden posts
on top that support coverings so guards can stand watch
in the rain. These posts also allow races to hookshot up.
When on top of a wall, fights between characters turns
into Combat. It does not take a turn to go up the wall.
- Gorons are too heavy to use Hookshots, so
they use Powder Kegs instead. If three Powder Kegs
explode near a wall, the wall is destroyed. Gorons
carrying Powder Kegs must hold them above their heads,
and if the kegs are shot, it kills them. When a wall is
destroyed, any characters on top fall down and are
injured, unable to fight.
- For attacking gates, characters must carry
bombs in the same fashion Gorons carry Powder Kegs. 10
bombs or 3 Powder Kegs will destroy a gate. Walls cannot
be destroyed with normal bombs.
Here are the rules for attacking
in battles.
- Those on the walls can attack from the
first turn, as this is considered "in range".
For each projectile fired, the weapon level of the user
is the number (or below) that the character must get to
have a successful hit. If there is a successful hit, the
hit area roll is done. Those injured will not be able to
continue, unless they can pull the arrow out (other
projectiles cannot). An arrow can be pulled out in one
turn with the help of another soldier, but the area which
the arrow hit cannot be used until significant rest can
be had. The hit area rolls are below:
- A 1 rolled will equate to a left
leg shot.
- A 2 rolled will equate to a right
leg shot.
- A 3 rolled will equate to a left
arm shot.
- A 4 rolled will equate to a right
arm shot.
- A 5 rolled will equate to a
chest/stomach shot (instant kill).
- A 6 rolled will equate to a head
shot (instant kill). If a bomb or Powder Keg is
carried, than a 6 indicates the explosive is hit,
causing an instant kill and all other attackers
to fall down (losing 1 turn).
- Bombchus can go up walls and potentially
hurt any characters they come in contact with (must be
thrown when at the base of a wall). If one is thrown, it
takes up 1 turn and there is a 1 in 4 chance it will hit
the enemy. Contact will result in an instant kill.
Characters must be at the base of the wall to use
Bombchus, and it will cost them one turn.
- When at the base of a wall (the final turn
before hookshotting/powder kegging), bombs or Bombchus
may be thrown at those below. There is a 1 in 3 chance
that these will come in contact, resulting in an instant
kill.
- If any characters wish to retreat from
battle, they may do so, but it will take them as many
turns to get out of the range of projectiles as they have
taken in battle so far.
Survivors of a Battle will gain
what is known as Battle Experience. For each
battle survived (cannot flee), the character will receive 1
Battle Experience point. These points, which can be used at any
time, will take 8 days off the time needed to gain a new skill.
As you can tell, overcoming wall
and gate defenses is very difficult, even in large numbers. This
is meant to give the advantage to the defending side, as they
need and deserve it.
COMBAT
Combat, like
Battle, is decided randomly, though the skill of the characters,
weapons used, and other things effect the outcome dramatically.
Below are the basic rules of Combat, followed by how to determine
a character's Evasiveness Score (ES) and an explanation of the
Hit Roll.
- 3 six-sided dice are rolled. If the total is higher than
the defending character's ES, then there is a successful
attack. If it is below, the character has missed.
- The first attacker is decided by whomever has the higher
ES. If the ES is the same, this is determined by flipping
a coin. If one character surprises the other, then they
will always have the first attack
- The minimum ES for a character is 3, no matter how many
penalties are applied.
- The maximum ES for a character is 17, no matter how many
bonuses are applied. However, if an ES raises above 17,
then penalties are subtracted from the number above 17.
- A successful, non-fatal hit will affect the hit
character's ES by -2. Note that not all successful
attacks are hits.
- For the Hit Roll, the hit is fatal if it is above the
Weapon Level roll.
- Non-weapon attacks (as well as bows) may be used in
Combat, but there can be no additional weapon level
points added to the ES.
- Weapons may be switched during Combat, but doing so
require the forfeiture of 1 turn and -2 ES during the
opponents second consecutive turn.
- If a player gets a roll of 5 of the same number (happens
over 2 turns, may be any two dice on the second turn),
then the opponent's weapon is knocked from their hand.
The opponent will not have time to retrieve it until the
end of Combat (other weapons may be used, but under the
same penalties of switching).
- If a player wishes to escape from battle, he may do so,
but his opponent gets an extra turn before he does. After
he starts running, the opponent may choose to chase him.
If the character fleeing has equal or higher running
skills, then he will escape (or if he has a horse
waiting, can roll, etc.). If he has lower, he will be
caught and Combat will continue. One character may choose
to flee at the beginning of Combat with turn penalties.
So, wondering how to determine
your Evasiveness Score (ES)? Look below for how to gain points
and how to take points away from your opponent. The base ES is 2,
but every race will get a minimum of +1, making it always at
least 3.
- +1 to 8 Points Weapon Level ----- The weapon you wield and your skill with it adds to your ES, where X is your skill with the weapon.
- The Terminian, Razor, and Gilded Sword all add 2X ES.
The Sword of Snowhead and Excalibur of the Sea both add 2X ES
The Deku blade adds 2X-1 ES.
All axes add 2X-1 ES.
The Standard and Horseback Spears adds X, while the Gerudo spear gives you X+1 ES, and the Silver Gerudo Spear is 2X-1 ES
The Razor Boomerang and Chakram add +X-1 to your ES
- +1 Fast Runner ----- If you have any running skills, you get a bonus point to your ES.
- +1 Trained in Battle Evasivness ----- If you have the skill Battle Evasivness, add +1 to you ES.
- +1 to 2 Horseback ----- You are harder to hit on a horse. If you have lv 1 or lv 2 horseback riding skills, you recieve +1 ES, while lv 3 skills will get you a +2 ES bonus. You can only use the Short bow, Silver Gerudo Spear, and Horseback spear while on a horse. You cannot get the Fast Runner bonus to ES while on horseback.
- +1 to 2: Race ----- Every race receives +1, except the Deku, who are smaller and quicker than most races, earnering them a +2. The Ikana, being brought up around deception and trickery, also have an ES bonus of +2.
- +1 to Shield ----- If you are wearing a shield, it gives you +1 ES. The Silver gerudo shield will give you +2 ES
- +1 to 2 Advanced Weapon ----- If you are using the Razor Sword, Horseback Spear, Two-Handed Axe, Silver Gerudo Spear, Long Bow, or the Elemental Bow with normal arrows, you get +1 to your ES for using an upgraded Weapon. The Battleaxe grants +1 ES for Gerudo, but not for Ikanians or Zora. A Gilded sword grants a +2 advanced weapon bonus.
- +1 Foresight ----- The non-human races can learn the skill "Combat Foresight", which allows them to foresee attacks a little, which increases their ES by 1.
- +1: Leader ----- An extra point is given to leaders. This is done so it is harder to defeat them, as they are very important people.
- +1 to +3: Combat Experience ----- For surviving Combat and playing for a certain length of time, players are rewarded Combat experience. You must fulfill certain requirements to gain the bonuses. For +1, you need to have survived 2 Combat experiences and have played for 25 days. For +2, you need to have survived 4 Combat experiences and have played for 50 days. For +3, you need to have survived 6 Combat experiences and have played for 75 days.
So, what happens if your character
gets a roll above the defender's ES? This is known as a
successful attack, and another die is rolled to determine the
severity of the attack and whether it hits the person. The weapon
level skill refers to the attacker's weapon, not the defender's.
This is known as the "Hit Roll".
- Level 1 Weapon Skill: Fatal blow only if 1
is rolled.
- Level 2 Weapon Skill: Fatal blow if 1 or 2
is rolled.
- Level 3 Weapon Skill: Fatal blow if 1-4 is
rolled.
- Level 4 Weapon Skill: Always Fatal blow.
Starting in Version 3.0 of the
RPG, not always is a successful hit a hit. If the hit is
non-fatal, another dice is rolled afterwards, and if the roll is
even, the two weapons clash together and no penalty is made to
the hit character. If odd, then contact is made, but is not fatal
(the ES penalty is applied). If the attacked combatant is using a
Bow, then it is always a hit and never a clash.
When setting up for Combat, post
everything your character has: ES (and the things that gave you
your ES), penalties to your opponent, Weapons, Weapon Order,
Armor, Fairies, and anything else that matter in Combat. Failure
to post something will mean that you fight without it.
SPARS
By popular demand, Spars are now
official. Spars are fought just like normal Combat... except no
one gets hurt. This can be done by putting padding over blades of
weapons. Thus, only Swords, Axes, and Boomerangs may be used in
Spars. Spars are usually bet on, and are very popular among all
of the races.
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