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:

When a character reaches the target, here is what happens.

Here are the rules for attacking in battles.

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.

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.

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".

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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