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Combat System

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Combat System

Post by Miale-Sempai on Wed Jul 06, 2016 8:48 am

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The stat and combat system!

Let's begin with the simple part of the subject: Stats.

There are three stats in AWRP: Strength, Defence and Potency.

Those three stats have quite simple roles;

-Strength: Increase your Damage output.

-Defence: Decreases the damage intake.

-Potency: Makes your ability/Armament stronger.

Each of those stats can have a minimum of 1 and a maximum of 6 points. Colors will influence your stats and you will have 6 more points to distribute yourself upon creation. NOTE THAT THOSE STATS WILL NEVER CHANGE ONCE THE CHARACTER IS MADE.

Stats by color: (The color the closest to your avatar's color will ditacte your stat bonus.)
Red: +4 Potency
Rose: +3 Potency, +1 Strength
Magenta: +2 Potency, +2 Strength
Violet: +1 Potency, +3 Strength
Blue: +4 Strength
Azure: +3 Strength, +1 Defence
Cyan: +2 Strength, +2 Defence
Spring: +3 Defence, +1 Strength
Green: +4 Defence
Chartreuse: +3 Defence, +1 Potency
Yellow: +2 Defence, +2 Potency
Orange: +3 Potency, +1 Defence

Metals: +3 Free Stat Points
Erde: +2 Defence, + 1 Free Stat Point

Potency is quite a vague stat but let's try making examples of how potency affects your avatar:

- 1: Your ability supports your combat prowess, but has no game changing properties.
- 2: Your ability is a good element of how your avatar fights, losing use of it might be problematic.
- 3: Your ability is a major part of your combat, but you can still manage without it.
- 4: Your ability is the main focus of your avatar, it is strong and when you have full use of it you can fight with great might.
- 5: Your ability is totally stong! Your opponents will learn to be wary of it and might fear it in the good condition.
- 6: Your ability is what defines you, it is among the strongest in the Accelerated world! But... without it you're pretty much fodder.

I won't give examples for Strength and Defence as their worth will be shown later in the combat system which is our next point.


Last edited by Miale-Sempai on Tue Dec 20, 2016 7:14 am; edited 5 times in total
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Miale-Sempai
"The Drama Empress"

Posts : 731
Join date : 2012-07-26
Location : Accel World Roleplay

Character Stats
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Level: 666
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Re: Combat System

Post by Miale-Sempai on Wed Jul 06, 2016 8:49 am

Combat: How will it work?

Combat will be resolved by dice rolls, which in turn will be affected by various situations both in positive and negative ways.

Each Player begin combat with 10 Health Points (HP). There are a few methods of winning:

-Reducing your opponent's HP to 0

-Having the most health by the end of the timer (30 rounds).

-Your opponents declares forfeit.

-Your opponent hasn't answered in your battle for 1 week (7 days).

When two players are locked in combat both will need to roll for Attack and Defence respectively. It is done by having both player roll 5 6-sided dices (on which some modifiers can be applied).

The player with the highest Success rate will be the one to win the action. This is determined by the results of the rolled dices.

Rolling 4-5-6 on a die adds one to your score.

Rolling 1 twice removes one to your score.

For examples:
1-1-3-5-6 Would be a Success of one.
1-4-2-5-3 Would result in a Success of 2.
1-1-2-3-1 Would be a result of -1.
1-1-6-2-2 Would be a result of 0.

How to roll your dice: To roll your dice, you will have to reply by not using the quick reply and under the textbox, there should be an option to roll dices, select D6 and put the number appropriate for the action.

After both players rolled their dices, we check which one had the highest...

Attack wins: The attacking player can now roll for damage. For each 2 points over the result of the defender, add one Damage die.

Defence Wins: The defending player can counter attack. For each 2 points over the result of the attacker, add one temporary die to attack.

Draw: The fighters clash but none of them is able to gain the upper hand.

So from this point, it's quite straight forward is it? I sure hope it is...

But what about damage?

Roll 5 dices + 1 for each point invested in strength, then remove dices equal to the defender's defence stat.

For those who want a math formula: (5 + STR)-enemyDEF = Number of dice for damage.

As per normal rolls, 4-5-6 means it is successful. However, rolling 1 doesn't affect the outcome.

For each success in the damage roll, you deal 1 point of damage to your opponent.

So this should be it for the combat system in general, if something seems to be missing just tell me so that I can correct it as soon as possible!
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Miale-Sempai
"The Drama Empress"

Posts : 731
Join date : 2012-07-26
Location : Accel World Roleplay

Character Stats
Name: Rainbow Chaos
Level: 666
Burst Points:
0/0  (0/0)

View user profile http://www.accelworldrp.com

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Re: Combat System

Post by Miale-Sempai on Wed Jul 06, 2016 8:49 am

Additional systems:

Proficiency/Skills: This system serves to represent how good you are with a certain fighting styles. Picking up a random sword to fight isn't a good idea unless you know how to use it.

Aka, this means that if you use a weapon that you have not enough experience to wield will penalise you. Starting gear and Unarmed automatically begin with a Normal Proficiency, meaning that you get no bonus and no minus for using them. To become Skilled with a weapon requires a lot of battles and training and thus the requirement is yet  to be known.

-Untrained: -1 to attack and defence rolls using said weapon/style.
-Normal: No changes to your rolls.
-Skilled: +1 to attack and defence rolls using said weapon/style.

Positioning: Having some position of power over your opponent may result in getting a small bonus to your attack.

-You are hidden and can make a surprise attack: +2 attack dices.
-Your opponent is hidden but you know his location: +1 Defence die.
-You are on better ground than your opponent: +1 Attack die.
-You are partially immobilised: -1 defence dices.
-You are completely Paralysed: No defence allowed, roll damage directly.

Difficult actions: Sometimes you want to do really special things like jumping from a roof to another, while it is highly dangerous and most of the time extrely difficult in the real world it is possible to do so in the Accelerated world. But chances are that you might fail. For this, ask an admin/mod to establish a difficulty to realise the action. Failing to do so can have disastrous results which will be set by the admin, depending on the situation.

Leveling: Each time you reach a certain amount of battle Points (BP), you can spend an amount of those to level up, making yourself more powerful than ever! Leveling has several bonuses which can help you become even better at doing what you do.

At every level, players are given 4 choices and can only take one, this bonus can be left on standby to be decided later. No need to decide upon leveling!

On every odd level, players gain an additional dice for all of their actions. This represent the avatar becoming stronger and the player becomming more used to the game.

level 1: Starting level, no bonus.
level 2: 4 choice level bonus.
level 3: 4 choice level bonus, +1 die.
level 4: 4 choice level bonus.
level 5: 4 choice level bonus, +1 die.
level 6: 4 choice level bonus.
level 7: 4 choice level bonus, +1 die.
level 8: 4 choice level bonus.
level 9: 4 choice level bonus, +1 die.
Level 10: ??????
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Miale-Sempai
"The Drama Empress"

Posts : 731
Join date : 2012-07-26
Location : Accel World Roleplay

Character Stats
Name: Rainbow Chaos
Level: 666
Burst Points:
0/0  (0/0)

View user profile http://www.accelworldrp.com

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Re: Combat System

Post by Miale-Sempai on Thu Oct 13, 2016 1:24 am

Little update: KG costs added
Every Health Point you inflict gives you 5% KG
Every Health Point of damage you take gives you 15%
Various Values will be added to the various stages for field destruction
KG generation via field destruction can be done in two ways: Passive and Active, each will have different values depending on the field.
avatar
Miale-Sempai
"The Drama Empress"

Posts : 731
Join date : 2012-07-26
Location : Accel World Roleplay

Character Stats
Name: Rainbow Chaos
Level: 666
Burst Points:
0/0  (0/0)

View user profile http://www.accelworldrp.com

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Re: Combat System

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