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Combat

Introduction

Engaging in combat is when two or more entities reach a point in roleplay where fighting each other is the only action they can take, this is when the gamemaster calls for the creation of a new scene called an Action Scene. The objective of combat is for both characters to enter into a range where they can attempt to reduce each other’s health pool to zero.
 
To participate in this type of scene all that needs to be done is for the player to create a clear and concise roleplay describing their actions and what they wish to get done on their turn. It is up to the gamemaster to be able to reply with what the character is able to perform and the reactions and effects to their decisions.
 

Engaging

When the gamemaster calls for combat, those associated with it are given an order in which they should reply to the dialogue based off of whose combat speed is greater. While in combat, role play is encouraged to be focused on the battle but must include a form of action that progresses the combat scenario.
  Currently when participating in combat, a character will engage with an enemy either in melee or at range. Getting into melee and range or out of it takes movement.  
The actions that can be taken in combat are but not limited to currently: Making an attack, using a martial or casting a magic skill, performing maneuvers against an enemy.

Scope of Combat

When fighting an enemy, combat can happen whether in melee or at a distance meaning anywhere from five feet close with a sword or close to half a mile with a bow or crossbow.

Movement

With the need to move between melee and ranged combat against an enemy, characters are allowed to move only once on their turn unless they are otherwise augmented by skills.

Actions

Actions use up the Diver’s stamina pool, when a Diver runs out of stamina they are unable to perform strenuous actions such as attack or using certain skills. Any number of actions can be made during a turn so long as the player has enough stamina.  
  • Attack- This action is one of the most basic kinds of actions. It is when the player uses up to two of their held weapons to deal damage to an enemy. Attacking with a weapon costs [1] Stamina and can only be done once per turn.
  • Maneuver- Grappling, Tripping, Pushing, Pulling, etc. Performing a maneuver requires the Diver to contest the attributes with the target, this does not inform the player of their enemies attributes but the gamemaster will inform the player of the outcome through a response in the dialogue. These actions take [2] SP to perform whether or not they are successful.
  • Interaction- This is anything to do with the environment and things within it that is not making an attack. Examples would be searching the area, picking up an item.

Focus

When performing an attack the player is able to focus their attributes into their body to be able to push the limits of their attack. This allows a player to increase the damage of their attack by an amount up to their strength score. Though this is a trump card in battle it uses an amount of Stamina Points (SP) equal to the strength allotted and runs the risk of destroying the weapon of the player. The risk means that the weapon can only handle so much strength being used by the player, it will destroy the weapon if more strength than that of the weapon’s attack score is used with it. This can only be used once per turn unless otherwise specified.

Skills

A skill may be activated at any time during a player’s turn as long as they have the conditions (Specific items, places, weather conditions, etc.) and or resources (Mana or Vitality) to cast it. While in combat, only two skills can be activated per turn.
To reduce something’s health you can deal either physical or magical damage through skills and items. To do this the attack would need to break through one of the two resistances to damage the health pool directly.
The advantage of using a weapon is an increase to attack without spending points into strength.
By wearing armor the character gains a specific value that reduces the amount of damage taken from an attack. When damage is taken the amount of protection is not reduced but a number attached to the item (durability) decreases one for every hit it takes. This makes armor extremely valuable and hard to come by unless proper funds are saved to afford such items.

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