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◈ Battle Basics

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Suhuba
Captain

PostPosted: Thu May 10, 2012 7:14 am
The Battle System isn’t too complicated, but a tutorial with in-depth explanations and example battle scenarios can be found for one-on-one battles here, and for group battles here.

If you still have questions after reading through this page, as well as the other information in this forum, please feel free to visit this thread with further inquiries.
 
PostPosted: Thu May 10, 2012 7:24 am
Battle Basics


First: Determine turn order:

Characters will roll a Random number with their speed BASE stat and add any bonus they get from items or weapons after.
Example: Spd: 15 (+2) (you generate a random number 1-15 and add the bonus after)

In the event that it is actually a tie (after rolling and adding the bonus) then the character with the highest base stat will go first.

All players should roll turn order in their first post with their stats.
Turn order proceeds from highest roll to lowest roll (including battles with more than two player)


How to Attack:

To hit an opponent, roll 2d20.

The first roll number is the hit roll. This determines if you've landed your strike. You're attack bonus is added to the roll number for the total. (ex: your attack bonus is +5 and you roll a 12. Your hit total is 17)
The minimum roll amount to land an attack is based on the opponent's defense bonus + 10. (ex: opp. defense bonus is +4. You must total a minimum of 14 to land the attack)

Your second d20 roll determines your damage. The number you roll + your attack bonus, then divided in half equals your total damage dealt. (ex: you roll a 12, your attack bonus is +6. (12 +6) /2 = 9 dmg.)

Special Notes:
||If you roll a 20 to hit your opponent (only your dice roll, no bonus added), you hit your opponent WELL. Increase your overall dmg 50% (meaning multiply by 1.5 || ex: (12 +6) / 2 = 9 (x1.5) = 13.5)
|| If you roll a 1 you epically fail and deal 1/4 of your total dmg to yourself (If you manage to hit your opponent, they receive full dmg, but you still hit yourself. Applies to magic also || ex: (12 +6) /2 = 9 (/4) = 2.25).

Hitting Multiple Targets: When attacking with magic you can only target a person once per attack. At later stages, spells allow you to hit multiple targets but you can only hit each target one time per attack.
You must decide what order the attack hits its targets before editing your post for dmg. The first target takes full dmg. Every target after that, dmg is halved until dmg reaches 0. (ex. 1st target takes 12 dmg, 2nd takes 6, 3rd takes 3, etc.) Every opp must have the hit roll calculated to determine whether the attack hits or misses each individually.
 

Suhuba
Captain


Suhuba
Captain

PostPosted: Thu May 10, 2012 7:41 am
Options per Turn


Generally, every post counts as a 'turn' for your character.

Definitions:
|| Full Action: This takes your entire post to do.
|| Half Action: You can do two half actions per turn.
|| Adding to Bonus: Only add to the bonus of indicated stat (factors into equations)
|| Adding to Dmg: Only add to the end dmg of the attack (does not factor into equations)



Full Actions:

Attack: Attack with your weapon for dmg. Roll 2d20's. To hit and then determine dmg (more info in above post).

Charge: Get into range of your opponent in one post. You may roll to see if you get a hit in the same turn.
|| Roll 3d20's your first dice determines your response time. If you roll 1-10 you stumble and are unable to reach your opponent this turn. If you roll 11-20 you manage to succeed reaching your opponent.
|| You may now roll for to hit and dmg (your 2nd and 3rd rolls).
|| However, dmg is divided by 4. (ex: roll 10, + 4 attack bonus. (10 +4) /4 = 3.5 dmg)
|| Can only be used if out of range of opponent. (All players start in range at the beginning of the battle)
|| Cannot be used by magic users.

Cast a Spell: Magic user's attack. Check the next post for use.
|| Counts as one of your magic spell uses.
|| Includes the use of defensive spells and Life.
|| You may not use a healing spell if health is brought to zero.

Aid Another: Go to the aid of a team member.
|| Take half the dmg dealt to team member. Team member only takes half dmg.
|| If team member is being attacked by multiple targets you take half damage for each target.

Full Defense:: Allows you to add your defense bonus twice for one round, while taking 1/2 damage for two rounds.
|| Your opponent must get the new change in defense to hit for only the next turn (ex: defense bonus is +4, new bonus is +8 and opp must roll an 18 to hit).
|| You cannot move or use an item while in defense mode (first turn).
|| Any damage given for two turns is halved.
|| Defense goes back to normal after the first turn (dmg is still halved)
|| This will NOT reduce a previous attack only the next one.



Half Actions:

Dodge: Try and dodge an attack.
|| Roll 1d20 then add half of your speed bonus. (ex: rolled 17, total bonus is 8: 17 +4 = 21 to dodge)
|| Dodging success depends on the level of training a character has:
|| 1-10 = full damage, 11-17 = half damage, 18+ = no damage
|| If half of your bonus ends in .5, round up to a whole number.
|| You may still attempt to dodge an attack if health is brought to zero (only at the beginning of next turn).

Retreat: Like charge only you are retreating out of range of melee.
|| You cannot counter attack or use any attacks (including special attacks) if you are retreating.
|| Actions that can be completed while retreating include tripping, dodging, using an item, healing via spell, and limited special attacks (Panacea and Magic Mend).
|| When in retreat, you cannot attack an opponent until you are in range again (either by a successful charge, or two successful moves) regardless of weapon being used.
||Above rule changes only in the case of team battles, and will be elaborated in a separate post below

Trip: Roll 1d20 + attack bonus. Your opponent must react by rolling a 1d20 + speed bonus.
|| If your opponent beats your roll the trip fails. If they don't beat your roll the trip is a success and your opponent is not able to charge/attack this round.
|| Your opponent must roll greater than your roll. Rolling the same number as you will still result in a successful trip.
|| Your opponent cannot counter attack for no dmg was dealt to them this turn.
|| If the trip is a failure, your opponent can perform full turn actions, or half actions.
|| If the trip is a success, your opponent may only perform one half action.

Counter Attack: Roll two 2d20's for hit and damage
|| If you hit, follow this equation: (Dmg rolled + attack bonus) / 4 = dmg done.
|| If you apply your magic bonus you are using 1 magic use and it must be deducted from the total you have.
|| You can only counter attack if dmg has been dealt to you from an opponent in the last post.
|| Hit roll multipliers are in effect when countering (rolling 20 for hit roll will result in a multiplier, rolling 1 will deal dmg to self)
|| You may not roll for status ailments when countering.

Retaliate: If you've successfully dodged an attack, you can dmg your opponent using retaliate. (can only be used if no dmg is taken when dodging)
|| Take your dodge roll and add your attack bonus, then divide that by 5. (ex: roll 16, +4 attack. (16 +4) /5 = 4 dmg.)
|| You may not roll for status ailments when retaliating.

Move: You can only do this once per turn or 'post'. It will move you half way towards or away from an opponent.
|| You can counter attack before moving or dodge before moving.

Heal Spell: Heal yourself or team member. See post below for use.
|| This counts as one of your magic spell uses.
|| Must use the spell Heal to use.
|| You may not use a healing spell if health is brought to zero.

Use an Item: Use an in-battle item to heal yourself, give a stat boost, etc.
|| Only one item may be used per turn.
|| You may not use a healing item if health is brought to zero.

Powering UP!!Use part of your turn (must be final action) to 'power up' your next turn.
|| Power up gives you a + 3 to hit and dmg for your NEXT attack turn. Or +3 to dodging if needed.
|| power up bonus is added to final dmg total, not in equation (ex: (12 +6) /2 = 9 (+3) = 12 dmg total) This includes countering and retaliation posts.
|| In the case of a hit multiplier, power up is still added last. (ex: (12 +6) /2 = 9 (x1.5) = 13.5 (+3) = 16.5 dmg total)



Final Action:

Forfeit: The match is over and you forfeit. If you use this move it means you willingly give up the battle and lose.
 
PostPosted: Thu May 30, 2013 7:15 am
Magic Spells


|| All spells and their uses differ and will be outlined below.
|| Magic users can only take 5 spells into battle with them. (This can be any combination of offensive and defensive spells with any combination of levels and elements, so fire lvl1 and fire lvl2 are two different spells).
|| Flare is an auto-equipped spell and does not take up a slot. There is no purchase necessary, but cannot be used for special attacks or any attack requiring spell slots.
|| All spells have a certain usage per battle before they are exhausted.
|| Life: lvl1 - 1, lvl2 - 2, lvl3 - 3, mastery - 5
|| All Other Spells: lvl1 - 5, lvl2 - 7 (on up to 3 characters at once), lvl3 - 10 (on unlimited characters at once), mastery - 25 (on unlimited characters at once)

Offensive Spells:

Flare: Basic spell used to injure an opponent. Takes the form of the owner's preference.
|| This spell does not require purchase.
|| This spell does not have a numbered usage per battle.
|| This spell causes only 75% of normal dmg. ( (roll + bonus) / 2 = -- (x.75) = total dmg )

Earth: Basic spell that ranges from throwing a spray of dirt to flinging full-sized boulders. Small chance of temporarily lowering an opponents defense.
|| Roll 3d20: roll 1 is hit, roll 2 is dmg, roll 3 is to determine defensive break.
|| An opponent's defense bonus can be lowered by -2 for three turns if spell hits and roll 3 is sufficient.
|| Stage 2 characters must roll 18-20.
|| Stage 3 characters must roll 17-20.
|| Stage 4 characters must roll 15-20.

Fire: A spell that casts fire upon your opponent. Small chance of burning your opponent.
|| Roll 3d20: roll 1 is hit, roll 2 is dmg, roll 3 is chance of burning.
|| An opponents burn will inflict -1HP per turn for 3 turns if spell hits (burn cannot be dodged when inflicted).
|| Stage 2 characters must roll 18-20.
|| Stage 3 characters must roll 17-20.
|| Stage 4 characters must roll 15-20.

Ice: A spell that can range from a flurry of snow to ice shards thrown at your opponent. Small chance of freezing your opponent.
|| Roll 3d20: roll 1 is hit, roll 2 is dmg, roll 3 is chance of freezing.
|| A frozen opponent's speed bonus will be lowered by -2 for three turns if spell hits (effects dodging and tripping abilities).
|| Stage 2 characters must roll 18-20.
|| Stage 3 characters must roll 17-20.
|| Stage 4 characters must roll 15-20.

Lightning: A spell that casts lighting at your opponent. Small chance of paralyzing your opponent.
|| Roll 3d20: roll 1 is hit, roll 2 is dmg, roll 3 is chance of paralyzing.
|| A paralyzed opponent will be unable to move for 1 turn, but can still power up.
|| Stage 2 characters must roll 18-20.
|| Stage 3 characters must roll 17-20.
|| Stage 4 characters must roll 15-20.

Water: A spell that ranges from spreading mist to throwing turrets of water at an opponent. Small chance of lowering your opponent's attack.
|| Roll 3d20: roll 1 is hit, roll 2 is dmg, roll 3 is chance of lowering an opponent's attack.
|| An opponent's attack bonus can be lowered by -1 for three turns if spell hits.
|| Stage 2 characters must roll 18-20.
|| Stage 3 characters must roll 17-20.
|| Stage 4 characters must roll 15-20.

Air: A spell that ranges from a gust to throwing air blasts at an opponent. Small chance of raising player's speed.
|| Roll 3d20: roll 1 is hit, roll 2 is dmg, roll 3 is chance of raising player's speed.
|| A player's speed bonus can be raised by +2 for three turns if spell hits.
|| Stage 2 characters must roll 18-20.
|| Stage 3 characters must roll 17-20.
|| Stage 4 characters must roll 15-20.


All status ailments only effect first character hit regardless of how many opponents are hit that turn. (when attacking multiple opponents)
Only one status ailment can be inflicted at a time. While opponent suffers from status effects only roll 2d20.



Defensive Spells:

Heal: Slightly heal yourself or team member. (This is a half-turn action.)
|| (Roll 1d20 + magic bonus) /5 = healed amount.

Life: Significantly heal yourself or team member.
|| (Roll 1d20 + magic bonus) /2 = healed amount.

Repel: Temporarily negates all status ailments from yourself or a team member for 5 turns. (including getting rid of any exsisting ailments)
|| Roll 1d20+ magic bonus
|| 1-15 = misses, 16+ = repels

Force: Temporarily boosts the attack/magic bonus of yourself or a team member for 2 turns.
|| Roll 1d20+ magic bonus
|| 1-10 = misses, 11-15 = +1, 16-19 = +2, 20+ = +3

Wall: Temporarily boosts the defense bonus of yourself or a team member for 2 turns.
|| Roll 1d20+ magic bonus
|| 1-10 = misses, 11-15 = +1, 16-19 = +2, 20+ = +3

Speed: Increase the speed bonus of yourself or a team member for 3 turns.
|| Roll 1d20+ magic bonus
|| 1-10 = misses, 11-15 = +1, 16-19 = +2, 20+ = +3
 

Suhuba
Captain


Suhuba
Captain

PostPosted: Fri Jul 26, 2013 3:57 pm
Special Attacks


The Battle System allows each class set to have one special attack per stage. These attacks are linked below and denote any limitations, descriptions, and special information regarding using the attack.

|| Class attacks from earlier stages that have already been learned may be used in later stages. (A sorcerer may use a mage's attack, but a mage may not use a sorcerer's)
|| A special attack must be announced at the beginning of the turn unless it is noted otherwise.
|| Unless stated otherwise, special attacks are full turn actions.


 
PostPosted: Wed Nov 06, 2013 2:56 pm
Team Battles


Team and group battles work just a little differently than one on one battles.

Each weapon has a range that they can attack in and while it doesn't come into play on 1x1 battles, it does have an effect on team/group battles.

Short range :: (also called melee) Swords, Dual Blades, Hammer, Shield, Gauntlets, Knives, Daggers
Dual Range :: Spears, Lances, Tridents, Offensive Magic
Long Range :: Bows, Crossbows, Whips, Defensive Magic

User Image - Blocked by "Display Image" Settings. Click to show.


Dual Ranged Weapons
Dual ranged weapons are curious in that they can be used close up to slash and stab, but also in ranged attacks as a throwing javelin.
|| Once thrown in a ranged attack, the player must retrieve their weapon.
|| To retrieve their weapon they must either successfully charge their opponent and use a body slam for dmg, OR they can use a full turn using 'Move' and retrieve their weapon (there is no chance of failure in this method, but no dmg dealt)

Retreating
In a 1x1 battle, if a player retreats they may not attack until they are back in range.
In a team/group battle, if a player retreats, it is no longer retreating out-of-range and instead is retreating to long-ranged distance.

Charging, Retreating, and Moving on the Field
These options are all relative to your position. Each player is either in long range or melee range position.
|| You may not charge an opponent who is in range, and you may not retreat from an opponent who is already out of range.
|| When a player retreats, they are in long range in relation to all players on the field, not just the one they are retreating from.
|| Once an opponent is successfully charged, they are forced into melee range in relation to all players, not just the one doing the charging.

Aside from these changes to the rules, team and group battles still utilize all other rules listed.
 

Suhuba
Captain

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◈ Battle Arena

 
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