Post by Tyeriom Lycanthus on Jul 22, 2016 20:38:37 GMT -8
Okay, so Me and Chao had a discussion earlier about the new system, as we tested it out, and one of the things me and him came across was the Idea of Pre-Combat and surprise rounds.
First off: Surprise rounds. Now, as you all know, not every fight begins with two or more people walking up to each other, announcing themselves with an exchange of trash talk, and then them proceeding to wail on each other. Sometimes, one side or the other gets an edge on the other and surprises them, either by stealth, or by suddenness. When something like this happens, everyone on the attacking side automatically wins at initiative for the first round, and the defending side's damage roles are reduced by 2 for the first round, and are unable to make any preparations. More on preparations later. So, in short, if you're on the defending side in a surprise round... you're fucked XD. Or, I guess more accurately, at a significant disadvantage. So try to ALWAYS stay on the attacking side in surprise rounds!
Yes, being surprised sucks. But, to keep things balanced, there is a way to avoid being surprised. If, by chance, someone in the defending party pans their camera behind them and notices a few shady sots, they are to OOCly state in the /say chat "Everyone stop! time to /roll " and make a Perception roll. (/roll 20) going by DnD rules 1 is an automatic failure, 20 is an automatic success. Everything else in-between is apposed to the attacking party's stealth or swiftness roll (/roll 20 as well) Same rules apply. Note: Only 1 member from both the attacking AND defending parties are allowed to make the apposing rolls! If there is a Tie, all parties are to re-roll regardless of anything else. If a surprise round manages to become irrelevant due to a successful perception check, a pre-combat phase can and will initiate. Which brings me to my next part.
Second off: Pre-Combat Phases. Roleplay wise, a pre-combat phase takes place when it becomes obvious combat is about to initiate, during the "trash talk" phase of the fight. Or, if you're an attacker getting ready to "surprise" some sorry sot, during last few steps you take to get up to your target. It is during this phase that characters can make preparations.
Third off: Preparations. Alright... it's time to get into the nitty gritty. If you've made it this far into the post, congratulations! Not everyone reads my long ass ramblings XD. Thank you!... but you're not over yet.
Okay, so me and Chao were discussing class flavors earlier. (yes, I do mean flavors ) but were unsure how we would put them in AND keep things balanced. But, I have found a way. As you all know, there are several guild classes in the order that you will see out on the field. Cleaver, Scout, Shade, Mender, Conjurer, and Smuggler. Each of these classes now have a special ability. This information will be relevant in a few moments, I promise you.
When prepping for combat, each member involved is capable of getting up to three buffs. Two of those three you will always be able to obtain. One based on your guild class, (I will list those later), one related to your game class (warrior, rogue, mage, monk, ect). The third one is a roleplay reason as to having a certain buff. The role-play buff HAS to be acquired via a prior role-play, and can only be used in ONE combat instance.
An example of a role-play buff would be this: Not to long ago, Tye bought a vial of nightshade from Lars-AKA-Emeryson. So going into combat Tye can have the "poisoned weapon" buff, but only for the one combat phase he uses it in.
Making these buffs is rather simple, however there are guidelines. You get to chose what the buff does for you, however it's number value can't exceed 10. Ten can either be a percentage, a straight up value, or a lingering effect of 10. Let me explain. Lets say I chose this poison buff to be a percentage. For one round, he can increase his total damage by 10% for 1 round. Lets say I made it a value effect. For 1 round, he can instantly inflict an extra 10 damage on an opponent. Or the lingering effect: his weapon strikes don't do anything extra, but they due inflict the enemy with lingering poison. For the remainder of the fight, the infected opponent takes 10 damage at the end of every round. The kind of ten that's on your temporary buff is all up to you, but it does have to make sense for the item! If you say, jury rigged a pistol together with one bullet in it, an extra 10 percent damage on a strike, or a lingering effect would not work. You can only use the ten where you can instantly inflict 10 more damage.
Now, I realize I'm only talking in terms of damage, but temporary buffs aren't limited to such. You can say, have a health potion that instantly heals someone for 10% of their maximum health. Or a necklace that temporarily increases one's initiative rolls by 10. Or hell, even a molecule that, for the remainder of a combat instance, increases one's perception rolls by 10. It's all up to you with this role-play buff. But do bear in mind the limitations I spoke of earlier. Note: Once a role-play buff is used, it's used, and CANNOT ever be used again. So use them wisely!
...Okay, so enough about the temporary RP buff. Lets get to the guild Class ones! Each class in the Order has a special buff which they can always have if prepared to fight.
Cleavers have the ability: Combat Stance. -Once the situation has been assessed, the Cleaver can take a stance that EITHER increases the amount of damage they do by 10, or the amount of health they have by 10.
Scouts have the ability: Awareness. -Once the situation has been assessed, all initiative rolls for the Scout are increased by 10
Shades have the ability: Poison. -Once the shade has had a chance to put it on, all attacks made by the shade place a lingering poison effect on an enemy that causes them to lose 10HP at the end of each round.
Menders have the ability: Soothing presence. -Once the Mender has had a chance to cast, the mender, and everyone on their team, heals 10HP at the end of every round.
Conjurers have the ability: Summon. -Once the Conjurer has had a chance to cast, They have a small familiar with 10 attack power whom they can command to assault any target in front of them. This familiar does not have HP, and cant be damaged. Only un-summoned.
The Smuggler has the ability: Useful Trinket. -essentially a second "Role-Play Buff" that they don't need to RP for to have. A versatile ability that can be almost anything. (As long as it stays within the 'ten' guidelines!)
As for game class buffs... I am going to have to talk to you all about that. All I've come up with is "stealth" for the rogue, and "shield" for the warrior. Stealth grants the rogue an instant +5 against all opposing perception rolls. Shield allows the warrior to completely block any incoming attack once per combat phase. Either for yourself, or someone else, defusing all damage that would be received that strike.
Note: All buffs talked about here MUST be activated during the pre-combat phase! If you are surprised, or forget, you DO NOT get to activate them during the fight AT ALL!
If you made it this far! Congratulations! I owe you a cookie! c: Thank you for reading and all of you have a nice day.
First off: Surprise rounds. Now, as you all know, not every fight begins with two or more people walking up to each other, announcing themselves with an exchange of trash talk, and then them proceeding to wail on each other. Sometimes, one side or the other gets an edge on the other and surprises them, either by stealth, or by suddenness. When something like this happens, everyone on the attacking side automatically wins at initiative for the first round, and the defending side's damage roles are reduced by 2 for the first round, and are unable to make any preparations. More on preparations later. So, in short, if you're on the defending side in a surprise round... you're fucked XD. Or, I guess more accurately, at a significant disadvantage. So try to ALWAYS stay on the attacking side in surprise rounds!
Yes, being surprised sucks. But, to keep things balanced, there is a way to avoid being surprised. If, by chance, someone in the defending party pans their camera behind them and notices a few shady sots, they are to OOCly state in the /say chat "Everyone stop! time to /roll " and make a Perception roll. (/roll 20) going by DnD rules 1 is an automatic failure, 20 is an automatic success. Everything else in-between is apposed to the attacking party's stealth or swiftness roll (/roll 20 as well) Same rules apply. Note: Only 1 member from both the attacking AND defending parties are allowed to make the apposing rolls! If there is a Tie, all parties are to re-roll regardless of anything else. If a surprise round manages to become irrelevant due to a successful perception check, a pre-combat phase can and will initiate. Which brings me to my next part.
Second off: Pre-Combat Phases. Roleplay wise, a pre-combat phase takes place when it becomes obvious combat is about to initiate, during the "trash talk" phase of the fight. Or, if you're an attacker getting ready to "surprise" some sorry sot, during last few steps you take to get up to your target. It is during this phase that characters can make preparations.
Third off: Preparations. Alright... it's time to get into the nitty gritty. If you've made it this far into the post, congratulations! Not everyone reads my long ass ramblings XD. Thank you!... but you're not over yet.
Okay, so me and Chao were discussing class flavors earlier. (yes, I do mean flavors ) but were unsure how we would put them in AND keep things balanced. But, I have found a way. As you all know, there are several guild classes in the order that you will see out on the field. Cleaver, Scout, Shade, Mender, Conjurer, and Smuggler. Each of these classes now have a special ability. This information will be relevant in a few moments, I promise you.
When prepping for combat, each member involved is capable of getting up to three buffs. Two of those three you will always be able to obtain. One based on your guild class, (I will list those later), one related to your game class (warrior, rogue, mage, monk, ect). The third one is a roleplay reason as to having a certain buff. The role-play buff HAS to be acquired via a prior role-play, and can only be used in ONE combat instance.
An example of a role-play buff would be this: Not to long ago, Tye bought a vial of nightshade from Lars-AKA-Emeryson. So going into combat Tye can have the "poisoned weapon" buff, but only for the one combat phase he uses it in.
Making these buffs is rather simple, however there are guidelines. You get to chose what the buff does for you, however it's number value can't exceed 10. Ten can either be a percentage, a straight up value, or a lingering effect of 10. Let me explain. Lets say I chose this poison buff to be a percentage. For one round, he can increase his total damage by 10% for 1 round. Lets say I made it a value effect. For 1 round, he can instantly inflict an extra 10 damage on an opponent. Or the lingering effect: his weapon strikes don't do anything extra, but they due inflict the enemy with lingering poison. For the remainder of the fight, the infected opponent takes 10 damage at the end of every round. The kind of ten that's on your temporary buff is all up to you, but it does have to make sense for the item! If you say, jury rigged a pistol together with one bullet in it, an extra 10 percent damage on a strike, or a lingering effect would not work. You can only use the ten where you can instantly inflict 10 more damage.
Now, I realize I'm only talking in terms of damage, but temporary buffs aren't limited to such. You can say, have a health potion that instantly heals someone for 10% of their maximum health. Or a necklace that temporarily increases one's initiative rolls by 10. Or hell, even a molecule that, for the remainder of a combat instance, increases one's perception rolls by 10. It's all up to you with this role-play buff. But do bear in mind the limitations I spoke of earlier. Note: Once a role-play buff is used, it's used, and CANNOT ever be used again. So use them wisely!
...Okay, so enough about the temporary RP buff. Lets get to the guild Class ones! Each class in the Order has a special buff which they can always have if prepared to fight.
Cleavers have the ability: Combat Stance. -Once the situation has been assessed, the Cleaver can take a stance that EITHER increases the amount of damage they do by 10, or the amount of health they have by 10.
Scouts have the ability: Awareness. -Once the situation has been assessed, all initiative rolls for the Scout are increased by 10
Shades have the ability: Poison. -Once the shade has had a chance to put it on, all attacks made by the shade place a lingering poison effect on an enemy that causes them to lose 10HP at the end of each round.
Menders have the ability: Soothing presence. -Once the Mender has had a chance to cast, the mender, and everyone on their team, heals 10HP at the end of every round.
Conjurers have the ability: Summon. -Once the Conjurer has had a chance to cast, They have a small familiar with 10 attack power whom they can command to assault any target in front of them. This familiar does not have HP, and cant be damaged. Only un-summoned.
The Smuggler has the ability: Useful Trinket. -essentially a second "Role-Play Buff" that they don't need to RP for to have. A versatile ability that can be almost anything. (As long as it stays within the 'ten' guidelines!)
As for game class buffs... I am going to have to talk to you all about that. All I've come up with is "stealth" for the rogue, and "shield" for the warrior. Stealth grants the rogue an instant +5 against all opposing perception rolls. Shield allows the warrior to completely block any incoming attack once per combat phase. Either for yourself, or someone else, defusing all damage that would be received that strike.
Note: All buffs talked about here MUST be activated during the pre-combat phase! If you are surprised, or forget, you DO NOT get to activate them during the fight AT ALL!
If you made it this far! Congratulations! I owe you a cookie! c: Thank you for reading and all of you have a nice day.