[Guide] RollCombat Mechanics

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Keitara

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~ Rolling Combat Guide ~

Note: This is not a default system and may only be used if both parties agree to use it.

General Information - Combat Points:
Combat Points are the points you add to a roll of a 1d20 to modify it based upon the effort described in your emotes when in a Rolling Combat encounter with another player, or multiple players. Your character’s access to Combat Points is affected by their age, and in some cases their affliction.

If a character is 18 years of age or older, they have 10 Combat Points they can utilize each round in a fight. (In the case of a vampire or other supernatural race, they get 12 with abilities active.)

If a character is under 18 years of age, they have 6 Combat Points they can utilize each round in a fight.


*Example: Combat Points, as stated above, can be utilized in two ways: Offensive, or Defensive rolls. In action, this would look like such: an adult character over 18 years of age can roll 1d20+10 on an attack. However, since they only have 10 Combat Points, any defensive rolls they make in the total round will be a +0 at base.

*Example: Another use of Combat Points is that the same character could roll 1d20+5 on offense, and be able to roll 1d20+5 on defense at any point in the same round. Ultimately, it is your choice each round as to how many points you want to spend on offense or defense, so long as it adds up to a maximum of 10 points total used.


Basic Rules of Conduct:
[0.0] These rules cannot realistically cover every scenario in the world that can occur. As such, if something occurs that these rules do not cover during an instance of Rolling Combat, the players must both agree on how the mechanics for such may work. Otherwise, staff must be called in to make a verdict if the players cannot agree on a solution.

[0.1] Combat always defaults to the defender’s choice unless it is overridden by Guard Default. This means the defending party in an instance (the person being physically assaulted) is the individual(s) who will choose whether combat will take place in the form of PvP, Honor, or Rolling Combat.

[0.2] If you roll out of turn, that roll is voided and you must roll again when it is your turn regardless of the prior result.

[0.3] If two rolls tie and or get the exact same number, this defaults to a reroll from both parties until one is the victor.

[0.4] If a fight exceeds 3 people on an individual side, the fight is to be split into multiple 3v3s where possible. If a conflict is in the context of 3 or less people against 3 or more people, the conflict will be staged with 3v3 maximum, with the remaining people being added in stages to the fight after an individual is KO’d.


*Note: in the event of a conflict needing to move more quickly if players are short on time, depending on the need, the author recommends the use of “quickrolls” where you simply emote who you are attacking and follow all normal rules, but ignore the use of formal emotes in the fight. This may help in situations that demand the fight be kept brief. Otherwise, the author recommends the use of PVP instead.

[0.5] Kills cannot be made unless all ‘enemy’ combatants on a side have been downed or have fled the conflict. If you are Knocked out, you take 5 Rounds to wake up on 1 HP.

[0.6] You are able to choose to ‘flee’ a conflict on your turn if you avoid taking damage for 3 Rounds, and cannot be chased further by the individuals you were in combat with.


Initiating Conflict:
When conflict is initiated, all individuals must equip what they will be fighting with. Once this is done, Initiative is rolled. Initiative, or the turn order of a fight, is decided by rolling 1d20 - X, where X is the defense bonus gained from one’s armor. For example, if the bonus gained from armor is 3, you would roll a 1d20 - 3, and then compare that number to that of others in the conflict. The highest number goes first, with each highest number going after the first person.

*Note: If an armor effect is negative, such as -2, this turns into a positive for Initiative, such as 1d20 + 2 instead.

Armor and Defense:
Armor comes in many forms, and likewise comes with varying degrees of protection for the wearer when in conflict. Thus, when wearing armor, one benefits from the various bonus points exclusively toward their Defense rolls as outlined below:

No Armor causes you to take -2 to defensive rolls.
Leather Armor imposes no penalties to your defense.
Chain Armor causes you to gain +1 to defensive rolls.
Hard Leather Armor causes you to gain +2 to defensive rolls.
Iron Armor causes you to gain +3 to defensive rolls.
Steel Armor causes you to gain +4 to defensive rolls.
Mithril Armor causes you to gain +5 to defensive rolls.

*Note: Any armor that is made specially through event items must have a descriptor that indicates what tier of armor it classifies as for strength. For example, Yeti Hide compares it to Iron in strength. This means when used in Rolling Combat, it would get a +3 to defensive rolls.

*Note: A weak point in armor will count as 1 tier lower armor of its type. For example, if you attack a Mithril Armor weak point, it will act as if Steel for type- so a steel weapon could theoretically hit a Mithril opponent, and rather devastatingly so, if you roll high enough.


*Note: Weak points are the joints in armor or other areas that cannot be sufficiently covered to protect them from harm. To attack a weak point, emote appropriately as to what joint or vulnerable spot on your opponent you are trying to attack, and take a -2 to hit. Upon successfully hitting however, you also apply a weapon’s special effect regardless of the roll.

*Note: Rolling a natural 20 in an attack will deal 1 extra point of damage immediately if the hit lands and is not blocked.


Weight and Movement:
The act of wearing armor will place the burden of weight upon the body of an individual. As such their movement is affected accordingly:

No Armor allows you to move 2d5 blocks per round.
Light Armor allows you to move 2d4 blocks per round.
*Light Armor movement applies to any armor OOC’ly made from leather, hard leather, or chain materials.
Heavy Armor allows you to move 2d3 blocks per round.
*Heavy Armor movement applies any armor OOC’ly made from iron, steel, or mithril materials.
*Note: Any Armor that contains iron in its recipe prevents the use of magic.
Melee Weapons:
Weapons dictate the style with which one will often fight in an encounter and can inflict varying types of damage based on the weapon itself. This falls into several categories, which will be outlined below:

Slashing Damage - if you roll a natural 15+ on the d20 and hit, your attack will inflict a second point of damage after 3 rounds have passed if it is not treated/healed.
Piercing Damage - if you roll a natural 15+ on the d20 and hit, your attack lowers your opponents armor by 2 for 1 round.
Blunt Damage - if you roll a natural 15+ on the d20 and hit, your attack cripples your opponent and they take -2 movement for 1 round.

Likewise, the material of the weapon indicates what tier of armor you can attempt to break past or strike the weak points of.

Bare Fists allows you to deal damage to Leather or lower armor tiers and weak points.
Iron Weapons allows you to damage Iron or lower armor tiers and weak points.
Steel Weapons allows you to damage Steel or lower armor tiers and weak points.
Mithril Weapons allows you to damage Mithril or lower armor tiers.


*Note: Melee Weapons have a range of 2 blocks from the user to hit.

Ranged Weapons:
Ranged Weapons follow different rules than melee weapons when used in combat, and as such follow the rules outlined below accordingly:

Throwing Knives - if you hit, your attack will inflict a second point of damage after 3 rounds have passed if it is not treated/healed. These weapons take 2 rounds to use; one to draw, and one to throw. Throwing Knives follow the material and enchantment rules of melee weapons as outlined above.
Stringed Bows - if you roll a natural 15+ and hit, your attack lowers your opponents armor by 2 for 1 round. These weapons take 2 rounds to use; one to draw, and one to shoot. Upon a hit, your opponent takes two points of damage instead of one.
Crossbows - if you roll a natural 15+ and hit, your attack cripples your opponent and they take -2 movement for 1 round. These weapons take 3 rounds to use; one to draw, one to load, and one to shoot. Upon a hit, your opponent takes three points of damage instead of one.

Likewise, the material the weapon is made of will influence the capability of it to inflict harm when striking another individual. Thus, the material bonuses are as outlined below:

Iron Knives - allows you to damage Iron or lower armor tiers and weak points.
Steel Knives - allows you to damage Steel or lower armor tiers and weak points.
Mithril Knives - allows you to damage Mithril or lower armor tiers.

Normal Bows - allow you to damage Iron or lower armor tiers and weak points.
Dragonwood Bows - allow you to damage Steel or lower armor tiers and weak points.
Crossbows - allow you to damage Mithril or lower armor tiers and weak points.

*Note: Ranged Weapons have a range of 5 blocks from the user to hit.


Damage and Health Points:
A character can only take 3 hits before they become Exhausted, and 4 hits will knock them out (KO them). A 5th attack that lands while a character is KO'd will count as a killing blow. Your armor and your modifiers to your rolls is what will determine your defensive “stat” against being hit.

Exhausted:
If you become Exhausted, you must choose between moving or attacking. You cannot do both in the same round.

Unconscious: If you are knocked unconscious or KO'd, your character only benefits/detriments from the modifiers from their armor, and they cannot add any points from the 10 points they are allotted per round for their offense and defense. (Ex: Someone in Mithril could get a maximum of +15 added to their defensive rolls, but while Unconscious, they only get +5 maximum to their defensive rolls as their armor passively protects their body.)
 
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