Post by Dreamer on Sept 2, 2017 16:29:29 GMT
Fighting in Battle
Since metagaming and powerplaying is more common during battle scenes, whether intentional or not, we have sought to make things both more regulated and more interesting. Our intention is to make it simple, and not to complicated to understand, and if you have played any sort of tabletop rpg, it shouldnt be too complicated. If you have not, and the system still confuses you, we would be glad to explain.
This system works off of a d20 attack dice, and a d4 damage dice.
So when you post a character, you post the action or attack you intend to carry out. Staff will moderate battles and calculate whether your attack has hit or not, and if so what the damage to your health is, and they will do the same for the opponent.
Different creatures have different numbers which you will have to reach to be able to hit them, as well as different amounts of health.
Attack Count, or AC is the required number to be able to hit another creature in combat (Basically Armor class in RPGs).
Cats who have trained in certain skills will have boosts to their attack rolls.
Boost list
Apprentices: +1 to roll number
Warriors: +2 to roll
Claw/Fang Warriors and Deputies: +3 to roll
Queens (when defending kits): +4 to roll
300 words to a post: +1 to roll
450 words to a post: +2 to roll
600 words to a post: +3 to roll
For every extra battle thread in which the character has participated beyond these requirements: +1 to roll
Health Count List
Kits: 5 HP (Health Points)
Apprentices: 10 HP
Warriors/Fully trained Ranks: 15 HP
Deputies/Leaders: 17 HP
------
Martens/Minks/Polecats: 10
Weasels: 10 HP
Foxes: 20 HP
Badgers: 20 HP
Wolves: 25 HP
Beavers: 15 HP
If the health reaches zero, the creature is dead. If an NPC played by the admins reaches a 1/4 of their health they will flee, unless they are killed that round. Players are encouraged to flee when their health reaches 4, else they risk dying.
AC List
Kits/cubs/baby animals: 6
Martens/Minks/Polecats: 10
Apprentices: 11
Warriors: 13
Weasels: 12
Foxes: 13
Beavers: 12
Badgers: 13
Wolves: 15
If you get a natural 20 (roll a 20 on the dice) your character does double damage. If you roll a one, your character gets damage.
Since metagaming and powerplaying is more common during battle scenes, whether intentional or not, we have sought to make things both more regulated and more interesting. Our intention is to make it simple, and not to complicated to understand, and if you have played any sort of tabletop rpg, it shouldnt be too complicated. If you have not, and the system still confuses you, we would be glad to explain.
This system works off of a d20 attack dice, and a d4 damage dice.
So when you post a character, you post the action or attack you intend to carry out. Staff will moderate battles and calculate whether your attack has hit or not, and if so what the damage to your health is, and they will do the same for the opponent.
Different creatures have different numbers which you will have to reach to be able to hit them, as well as different amounts of health.
Attack Count, or AC is the required number to be able to hit another creature in combat (Basically Armor class in RPGs).
Cats who have trained in certain skills will have boosts to their attack rolls.
Boost list
Apprentices: +1 to roll number
Warriors: +2 to roll
Claw/Fang Warriors and Deputies: +3 to roll
Queens (when defending kits): +4 to roll
300 words to a post: +1 to roll
450 words to a post: +2 to roll
600 words to a post: +3 to roll
For every extra battle thread in which the character has participated beyond these requirements: +1 to roll
Health Count List
Kits: 5 HP (Health Points)
Apprentices: 10 HP
Warriors/Fully trained Ranks: 15 HP
Deputies/Leaders: 17 HP
------
Martens/Minks/Polecats: 10
Weasels: 10 HP
Foxes: 20 HP
Badgers: 20 HP
Wolves: 25 HP
Beavers: 15 HP
If the health reaches zero, the creature is dead. If an NPC played by the admins reaches a 1/4 of their health they will flee, unless they are killed that round. Players are encouraged to flee when their health reaches 4, else they risk dying.
AC List
Kits/cubs/baby animals: 6
Martens/Minks/Polecats: 10
Apprentices: 11
Warriors: 13
Weasels: 12
Foxes: 13
Beavers: 12
Badgers: 13
Wolves: 15
If you get a natural 20 (roll a 20 on the dice) your character does double damage. If you roll a one, your character gets damage.