Post by ||SARAH|| on May 26, 2015 22:41:33 GMT -5
Thanks to a lovely plugin called VDice, combat on Resna Rising is fairly straight forward.
'Initiative' will simply be the posting order that has already been established. The maximum amount of rolls you can have in one post is 3. Defense, Attack, Damage. The initiator of the combat should have 2. Attack and Damage.
The default range is 3d6, three 6-sided die. Modifiers may come in to account depending on powers, weapons, charms, etc.
In a 1 v 1, by default the first person to land 3 hits wins. However parties can agree to increase that number.
In group fights, the same generally applies. Anyone who gets hit 3 time (or the agreed upon number) is down for the count, unless someone casts a healing spell, in which case they get one more chance to fight until they are hit for a 4th time.
For the Attack/Defense rolls you will use the 'Previewable Dice' option
For the Damage Roll you will use the 'Standard Dice' option
For the sake of keeping things looking uniform instead of all broken up, do the rolls at the beginning of the post
Please remember these are just examples to show how the dice system works. Combat should stay somewhat realistic!
Example 1:
Poster A:
Gary Sue attacks Mary with a left hook
1ebbbRZHp_3d6
Damage: 3d6
Poster B:
p_3d6
Mary attempts to dodge the attack, but just barely fails as his fist connects with her chin. She quickly shakes it off and aims for Gary's side.
p_3d6
Damage:3d6
Example 2:
Poster A:
p_3d6
Damage: 3d6+3
Bob raises his staff and casts a lightening spell on Joe.
Poster B:
p_3d6
Joe summons a shield to try and deflect the attack.
Pretty straightforward: The higher the number, the better.
Attack/Defense: If a defense roll fails by 3 or more, all damage from the attack is taken. If it ties, half damage is taken, and if it succeeds by 3 or more, no damage is taken.
Damage: If an attack roll succeeds, Damage is taken. The highest base amount of damage is 18. Modifiers due to Charms, powers, items, etc can increase or decrease that damage.
3d6·3d6·3d6·3d6·3d6·3d6·3d6+3·3d6
'Initiative' will simply be the posting order that has already been established. The maximum amount of rolls you can have in one post is 3. Defense, Attack, Damage. The initiator of the combat should have 2. Attack and Damage.
The default range is 3d6, three 6-sided die. Modifiers may come in to account depending on powers, weapons, charms, etc.
In a 1 v 1, by default the first person to land 3 hits wins. However parties can agree to increase that number.
In group fights, the same generally applies. Anyone who gets hit 3 time (or the agreed upon number) is down for the count, unless someone casts a healing spell, in which case they get one more chance to fight until they are hit for a 4th time.
For the Attack/Defense rolls you will use the 'Previewable Dice' option
For the Damage Roll you will use the 'Standard Dice' option
For the sake of keeping things looking uniform instead of all broken up, do the rolls at the beginning of the post
Please remember these are just examples to show how the dice system works. Combat should stay somewhat realistic!
Example 1:
Poster A:
Gary Sue attacks Mary with a left hook
1ebbbRZHp_3d6
Damage: 3d6
Poster B:
p_3d6
Mary attempts to dodge the attack, but just barely fails as his fist connects with her chin. She quickly shakes it off and aims for Gary's side.
p_3d6
Damage:3d6
Example 2:
Poster A:
p_3d6
Damage: 3d6+3
Bob raises his staff and casts a lightening spell on Joe.
Poster B:
p_3d6
Joe summons a shield to try and deflect the attack.
The Numbers
Pretty straightforward: The higher the number, the better.
Attack/Defense: If a defense roll fails by 3 or more, all damage from the attack is taken. If it ties, half damage is taken, and if it succeeds by 3 or more, no damage is taken.
Damage: If an attack roll succeeds, Damage is taken. The highest base amount of damage is 18. Modifiers due to Charms, powers, items, etc can increase or decrease that damage.
3d6·3d6·3d6·3d6·3d6·3d6·3d6+3·3d6