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Combat System stuff

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Dec 11th, 2017
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  1. [center]The Huntsmen Combat System[/center]
  2. [rule]
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  4. [b]Basic Information[/b]
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  6. [list]
  7. [*] Instead of using the entire /random result for your rolls as in other systems, with this system you only use the last two numbers. For example, a roll of 827 would be 2 + 7 (a result of 9) before modifiers. Zeroes count as ten, so a roll of 701 would be 10 + 1 (a result of 11) before modifiers.
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  10. [*] This system still includes an Attack Roll from the Attacker on their turn, with accompanying emote, and then a Defense Roll from the Defender, with accompanying emote. The Defender always emotes the result, be it hit or miss! A successful Attack followed by a failed Defense does 1 damage. If the Defender succeeds in defending, the attack does no damage at all. PCs begin with 10 HP.
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  13. [*] Every character has 5 points that can be divided into various Proficiencies. These Proficiencies give you a positive modifier to your rolls. Proficiencies are explained in their own section below.
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  16. [*] If you roll a 19-23 after your modifiers, your action will be a critical. A Critical Attack results in two damage being done to your target instead of one. A Critical Defense both negates the attack, and does one damage to your attacker, known as a Counter.
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  19. [*] Godmodding or metagaming will not be tolerated. Examples of this include a character knowing knowledge IC that a person knows OOCly, excessive emotes (every attack is a Limit Break), etc.
  20. [/list]
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  24. [b]Health and Healing[/b]
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  26. [list][*] You start with 10 hit points. If your HP reaches zero during a combat, you will be incapacitated.
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  29. [*] Healers in the group may attempt to heal during or after the combat.
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  32. [*] 2 hit points are recovered per 24 hour period if the aid of a medic is not sought out. If medical help is sought out, a character recovers all hit points in 24 hours.
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  35. [*] Combat Healing can only be done by someone that took up a Healing proficiency. Rolling higher than a 12 with modifiers recovers 2 hit points. Rolling lower than a 12 after modifiers recovers only 1 hit point.[/list]
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  39. [b]Proficiencies[/b]
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  41. [list]
  42. [*] Proficiencies are used to grant your character bonuses based on their weaponry or fighting style of choice, and split between Offense and Defense. For example, having a Defensive Dagger Proficiency would grant you bonuses to your Defense Roll while you're using a Dagger-type weapon. Likewise, having an Offensive Dagger Proficiency would grant a bonus to your Attack Roll. These cost Proficiency points separately. However, if you take Red Magic, White Magic, Scholarly Magic or Astrology Magic as a Defensive Proficiency you also enable healing.
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  45. [*] A maximum of 3 points can be put into any single Proficiency. You have 5 points to divide between all of your Proficiencies.
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  48. [*] Proficiencies modify rolls made while you're wielding a weapon you're proficient in. For example, a /random result of 827 would be 2 + 7 + Proficiency. So if you have three in an Offensive proficiency and were making an attack, it would be 2 + 7 + 3 for a final result of 12.
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  51. [*] Proficiencies are divided up between Offense and Defense. A proficiency of 3 Dagger - Offense does not give any sort of defensive benefit. A proficiency of 3 Greatsword - Defense does not give any offensive benefit.
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  54. [i]Example:[/i] A Dark Knight that is able to use their sword to attack while also using magic to defend themselves would likely have 2 Greatsword - Offense and 3 Aether Magic - Defense. Using Aether Magic in an offensive way or their Great Sword in a defensive way would grant them no bonuses, unless they further spread their proficiencies between abilities. 2 Great Sword - Offense, 1 Aether Magic - Offense, 1 Great Sword - Defense, 1 Aether Magic - Defense would be an example of using both abilities in both capacities. Characters can have any number of proficiencies as they want as long as they do not exceed 5 points total.
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  56. [i]Example 2:[/i] Suisei'to Ohki is a Miqo'te Dragoon. In a previous life he was skilled with a bow, but has since devoted himself to the lance. His proficiencies may look like this:
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  58. Offensive Proficiencies: Lance (+2), Bow (+1)
  59. Defensive Proficiencies: Lance (+2)
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  61. This explains his ability to deal damaging and powerful attacks with either Lance or Bow while also being able to use a Lance to defend himself. Since he does not have the skill to defend himself with a Bow, he would have to rely on his Lance at all times to keep him from harm.
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  63. [/list]
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  66. Listed below are examples of Proficiencies one might take. This list is non-exhaustive. If your weapon of choice isn't listed here, that's fine!
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  68. [b]Proficiency Examples:[/b]
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  70. [indent] One-Handed Sword
  71. Great Sword
  72. Axe
  73. Katana
  74. Daggers
  75. Rapier
  76. Spears
  77. Guns
  78. Bow
  79. Hand to Hand
  80. Staves
  81. Alchemical
  82. Improvised Weapons (Within reason!)
  83. Aether Magic
  84. Black Magic
  85. White Magic
  86. Red Magic
  87. Abyssal Magic
  88. Etc.[/indent]
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  92. [b]Flow of Combat[/b]
  93. [list]
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  95. [*] To determine initiative, all parties involved in combat use a /random roll. This determines their placing. For this roll, and -only- this roll, we take into account the full number. Turn order is decided from highest roll to lowest.
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  98. [*] From there, the highest rolling combatant (including any antagonists who rolled!) gets to attack first. They (the Attacker) will then emote their attack and /random after. The Defender will then /random, and emote in response. If the Attacker rolls higher, the attack hits and does damage. If the Defender rolls higher, the attack misses and does no damage. Ties in result in the Defender succeeding.
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  101. [*] The Defender always emotes the result of the hit, even if the Attacker was successful!
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  104. [*] There is a minimum damage of 1 to any successful attack.
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