How to Play Part 3: The Action Turn

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How to Play Part 3: The Action Turn

Post by Jay'98 on Fri May 13, 2016 11:17 pm

Attacking and Defending
===============
So it's your turn and your dice roll means you are not going to miss. There still a little more you need to know about how the stats are balanced.
Strong characters deal more damage when attacking but they also resist more damage when being attacked.
Material stats govern the effectiveness of tools or armor.
Physical actions are different to magic actions.
Attacks can have different effects.
And devices can add bonus stats to actions.

Let's start with the basics

The attacker is in what's known as an Active Role. That means the effectiveness of their actions is measured by their Active stats. 
The person being attacked is known as the target and they are in what's known as a Passive Role. That means the effectiveness of their actions is measured by their Passive stats. 

Energy And Life Depletion
================
When Damage is Received, i.e. Damage was Dealt by your opponent, it's called a Damage Exchange. The amount of Damage Received is the amount of points lost from the character's Life bar. Should the Life bar reach 0 the character will die and respawn at the nearest temple, which is usually in the center at the nearest town or other major settlement. Health potions can restore Life though some potions are more effective than others. Healing spells can also increase the Life meter. Likewise poisons or life draining devices can lower the Health meter as well.

Energy is used to perform Dodges, Blocks and Active Role actions like Attacks. A normal action uses 12 points of Energy whether it's Fhiz type or Maji type and Energy replenishes at a rate of 12 points per Second on the timer. However some special actions require additional Energy and certain spells can speed up or reduce Energy recovery. Since the same amount of Energy is used up regardless of the character's stats, Agile characters will run out of Energy faster than other characters since they perform more actions in the same space of time. In their favor however they will be more effective in the time before their energy runs out. If a character's energy becomes depleted the character will not be able to perform Dodges, Blocks and Active Role actions like Attacks until they have more Energy. Energy potions can restore Energy though some potions are more effective than others. Energy spells can also increase the Energy meter but these take the same amount of energy to generate as they give out so they only work when used on other players. Energy draining devices can also lower the Energy meter.

Fhiz And Maji Type Actions
================
Maji type actions are actions that use magic to generate elemental effects, Fhiz type actions are actions that use physical mediums like solid materials or natural elements. Fhiz stats act entirely separately to Maji stats. That is that Passive Fhiz stats will protect you from Active Fhiz stats and Passive Maji stats will protect you from Active Maji stats. However Passive Fhiz stats wont protect you from Active Maji stats and Passive Maji stats wont protect you from Active Fhiz stats. Bare in mind that certain actions can exchange Maji stats for Fhiz stats or vice versa. Tool Materials and Armor Materials have Active Fhiz, Active Maji, Passive Fhiz and Passive Maji stats. Actions used in the Active Role use Active stats and actions used in the Passive Role use Passive stats.

Effects
====
Every type of Active Role action has an Effect. The Effect is the medium through which their actions act on a target. For example, a fire spell would have a fire effect and an axe swing would have a chop effect. Note that even though the type of tool used is a major factor in what effects are available, it is the action itself that determines the effect. For example, a sword slash would have a cut effect but a sword thrust would have a stab effect.

Different creatures, races and individuals are affected differently by an action's effects. Urgan things or Organic life have a 6 point resistance to club and punch effects but a 6 point weakness to cut, stab and chop effects. Mekan things or machines have a 6 point resistance to cut and stab effects but a 6 point weakness to club, punch and chop effects.

Golems are made of an element so depending on their element they can have resistances to or weaknesses to different elements. For example, a fire golem has a 12 point weakness to ice element but has a 12 point resistance to fire element, whereas an ice golem has a 12 point weakness to fire element but has a 12 point resistance to ice element.

Certain devices and spells can alter a character's resistances and weaknesses to different effects. For example the solid skin spell when used on Urgans swaps their cut and stab weakness for cut and stab resistance but also swaps their club and punch resistance for club and punch weakness.

Device Bonuses
==========
Devices are commonly used by Caster and Trapper classes although Moving Blade Devices can be used by Boxer Class and Automatic Firearm Devices can be used by Marksmen. Devices often have very poor Base Stats i.e. Active Fhiz, Active Maji, Passive Fhiz & Passive Maji stats, often 3 points. However devices also have a booster stat that makes up for the absence. For example, a bomb might have only 3 points in Base Active Fhiz stat but also 9 points of Frag effect from the explosive adding up to 12 points of Active Fhiz in total.

Normal Case Scenario
==============
If the attacker has a Tool, their Active stats are governed by the Active stats of the Tool and the character's Strength stat.
If they don't have a Tool but have Heavy Armor it is governed by the armor's Active stats and the character's Strength stat.
If they have no Tool and have Light or No Armor their Active stats are entirely dependent on the character's Strength stat alone.

If the target has Heavy Armor, their Passive stats are governed by the Passive stats of their Armor and the character's Strength stat.
If they have No Armor, their Passive stats are entirely reliant the character's Strength stat alone.
If they have Light Armor, there's a chance the armor will be struck resulting in the same outcome as Heavy Armor, but there's also the chance the strike will land where the armor doesn't cover resulting in the same outcome as No Armor.
In the case of Light Armor the attacker's Awareness stat can alter the chances of armor being struck i.e. if the attacker is very accurate they are more likely to strike where the armor doesn't cover, but if the attacker is not very accurate they will often strike armor.
In the case of Light Armor the chances of striking armor is generally a lot more than avoiding armor.

Strength stat (of the Attacker) x 4 = Base Attack Power (of the Attacker)
Strength stat (of the Target) x 4 = Base Endurance (of the Target)

If The Attacker Is Using a Tool
Then Base Attack Power (of the Attacker) + Active Stats of Tool Material (of the Attacker) = Total Active Power (of the Attacker)

If The Attacker Isn't Using a Tool But Has Heavy Armor
Then Base Attack Power (of the Attacker) + Active Stats of Armor Material (of the Attacker) = Total Active Power (of the Attacker)

If The Attacker Isn't Using a Tool And Has Light Or No Armor
Then Base Attack Power (of the Attacker) = Total Active Power (of the Attacker)

If The Target Is Wearing Heavy Armor Or Is Wearing Light Armor And The Armor Was Struck
Then Base Endurance (of the Target) + Passive Stats of Armor Material (of the Target) = Total Passive Power (of the Target)

If The Target Is Wearing No Armor Or Is Wearing Light Armor And The Armor Was Avoided
Then Base Endurance (of the Target) = Total Passive Power (of the Target)

If Total Active Power (of the Attacker) > Total Passive Power (of the Target)
Then Total Active Power (of the Attacker) - Total Passive Power (of the Target) = Damage Dealt (to the Target)

If Otherwise
Then No Damage Exchange except for Feedback Scenario (Total Passive Power > 1.5 x Total Active Power)

Therefore the higher the attacker's Total Action Power the more Damage Dealt to the target.
Also the higher the target's Total Passive Power the less Damage Dealt to the target.
However this is only the case if the attacker has more Total Active Power than the target has Total Passive Power.
In other words this is only the case if the target is weaker than the attacker.
If the target is stronger than the attacker then there is no Damage Exchange unless the target is much stronger than the attacker.

Feedback Scenario
============
If Total Passive Power (of the Target) > 1.5 x Total Active Power (of the Attacker)
Then Feedback Limit = 1.5 x Total Active Power (of the Attacker)
And Total Passive Power (of the Target) - Feedback Limit = Damage Received (to the Attacker)

If Otherwise
Then No Damage except for Normal Case Scenario (Total Active Power > Total Passive Power)

Therefore the higher the target's Total Passive Power the more Damage Received to the attacker.
However this is only the case if the target has more Total Passive Power than 1.5 times the attacker's Total Active Power.
In other words this is only the case if the target is much stronger than the attacker.
Therefore the higher the attacker's Total Active Power the less damage the attacker will receive.
If the target isn't much stronger than the attacker then there is no Damage Exchange unless the attacker is stronger than the target.

Armor Chance
=========
There are 3 Densities to armor, No Armor, Light Armor and Heavy Armor. Each Density has a different Armor Chance i.e. the chance of an enemy strike hitting the armor. No Armor has no chance of the armor providing protection because it doesn't exist. Heavy armor covers the body entirely and so has a 100% chance of the strike hitting the armor. However Light Armor is a special case and may or may not provide protection depending on the attacker's Awareness.

If Target Has Light Armor
Then Awareness (of the Attacker) x 18 = Accuracy (of the Attacker)
And 216 - Accuracy (of the Attacker) = Armor Hit Chance

In this case the Miss Chance and Focus Point Dice Roll from earlier has to be greater than the Armor Hit Chance for the attacker's strike to avoid the target's armor.

It's important to note that only people with 4-6 points in Strength stat can wear Heavy Armor and people with 0-1 points in Strength stat can't wear Light Armor.
Heavy Armor looks like it might provide ample protection but it reduces the Agility, Awareness and Stealth stats of the wearer to a maximum of 2 points or less.
No Armor on the other hand looks rather poor but it increases Agility, Awareness and Stealth stats by 1 point without reducing any other stats.
Therefore if you want a Strength stat focused character Heavy Armor might be a good choice.
If you want a weak but Agile, Aware and Stealthy character then No Armor might be a good choice.
If you want anything else then Light Armor is probably best.

Blocking
=====
Blocking may be a defensive action but just like attacks it also drains Energy. If one character attacks and the other blocks then a Successful Block has been performed. If both characters block then it is considered a Null Turn and no Damage Exchange takes place. In the event of a Successful Block, the Base Attack Power of the blocking character is halved and also added to their Total Passive Power. A Feedback Scenario is not possible during a Success Block. If the blocking character wearing Light Armor then it has the same effect as Heavy Armor. If the blocking character is using a Tool, it plays out like a Heavy Armor situation but the Tool Material Passive Stats replace the Armor Material Passive Stats.

Base Attack Power (of the Target) / 2 = Halved Base Attack Power (of the Target)

If The Target Is Using A Tool
Then Base Endurance (of the Target) + Halved Base Attack Power (of the Target) + Passive Stats of Tool Material (of the Target) = Total Passive Power (of the Target)

If The Target Isn't Using A Tool And Has Either Heavy Or Light Armor
Then Base Endurance (of the Target) + Halved Base Attack Power (of the Target) + Passive Stats of Armor Material (of the Target) = Total Passive Power (of the Target)

If The Target Isn't Using A Tool And Has No Armor
Then Base Endurance (of the Target) + Halved Base Attack Power (of the Target) = Total Passive Power (of the Target)

Exchanging Blows
===========
If two characters are attacking each other at the same time i.e. in the same click then the attack-defense system works as normal as if their attacks slipped past each other and both opponents hit their mark. That is unless one or both opponents hits a focus point in which case a Weapon Clash is in effect.

Weapon Clash
=========
If two characters are attacking each other at the same time i.e. in the same click and one or both characters hits a focus point, it performs what's known as a Weapon Clash. A rare event where both character's attacks bounce off each other and the normal rules of attack and defend don't apply and instead follow the following rules.

In the event of using a Tool
Total Action Power = Active Stats of Tool Material + Passive Stats of Tool Material + Base Attack Power

In the event of no Tool but Heavy Armor
Total Action Power = Active Stats of Armor Material + Passive Stats of Armor Material + Base Attack Power

In the event of no Tool but Light or No Armor
Total Action Power = Base Attack Power

If Character A's Total Action Power > 1.5 x Character B's Total Action Power
Then Feedback Limit = 1.5 x Character B's Total Action Power
And Character A's Total Action Power - Feedback Limit = Damage Dealt to Character B

If Character B's Total Action Power > 1.5 x Character A's Total Action Power
Then Feedback Limit = 1.5 x Character A's Total Action Power
And Character B's Total Action Power - Feedback Limit = Damage Dealt to Character A

If Otherwise
Then No Damage Dealt even by the usual means

This means provided that you use a Tool your defense is entirely reliant on your Tool's stats on not your Armor's.
It also means that if you don't have a Tool your armor only comes into effect provided you are wearing Heavy Armor.
If you have Light Armor it will not protect you even in the case of the dice roll being in your favor.

Special Actions
=========
Not all actions performed in the Active Role are Attacks. There are also actions that have special properties like Health Altering Actions, Energy Altering Actions, Stat Altering Actions, Morale Actions, Emotional Actions and Thought Control Actions. The first three of these types are the focus of Smith Class and the last three are the focus of Empathy stat. People with greater Smith Class Prowess will have more of the prior type Actions and people with a larger Empathy stat will have more of the latter type Actions. Smith Class Actions can alter the effectiveness of other character's actions by tailoring the stats of the characters in battle. Empathy Stat Actions can manipulate characters in the battle into doing what they want them to do.
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Jay'98
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