Post by Lady the Admin on Jul 5, 2018 1:12:34 GMT
Combat is turned based: what that means is that, for example, in a combat with you versus a monster (mod controlled) the order goes you-monster-you-monster etc etc.
You can take up to 3 actions on your turn. This means using items or using powers, attacking, defending, dodging, etc.
You can dodge something entirely 3 times per combat. Racial abilities, class abilities, powers, items, etc, can raise or lower this amount. The cap on the amount of total dodges you can have is 6.
There are two kinds of attacks/defenses - physical and magical. Elements from the elements list are descriptors and if you wish you can have abilities that enhance, protect against, are weak against, etc those elements at your discretion. If you don't specify a magical/physical defense as well then it's assumed to be nonexistent.
To determine the severity of a wound taking, compare your defense level to the attack's offense power level. This chart should help.
Wounds follow the same power threshold as power levels. Weak wounds, light wounds, moderate wounds, etc. 4 wounds of a certain level = 1 wound of the next level up.
There's no set amount when you take so much damage that you die, since there's no HP system or similar, but try to be realistic about this.
For nondamaging abilities, the protective ability cancels out the offensive ability if it is a power level weaker or more (for example a Strong defense vs mind control completely negates Moderate or weaker attempts at mind control.) If the ability is one power level stronger, it overcomes the defense completely. If they are the same power level, the offensive ability will be weakened in some value--duration cut down to a single round, for example. A mod can help mediate what the result will be.
To assist mods, please keep track of all wounds & status effects on you each turn you post. For example, after performing all your actions for your turn, make a note somewhere at the bottom of the post - 3 light wounds, scarf of peace active, etc.
When combat begins you need to list all the items you are wearing and currently in your pack, this way you can't accidentally or purposefully use an item you don't have access to for that combat.
You can take up to 3 actions on your turn. This means using items or using powers, attacking, defending, dodging, etc.
You can dodge something entirely 3 times per combat. Racial abilities, class abilities, powers, items, etc, can raise or lower this amount. The cap on the amount of total dodges you can have is 6.
There are two kinds of attacks/defenses - physical and magical. Elements from the elements list are descriptors and if you wish you can have abilities that enhance, protect against, are weak against, etc those elements at your discretion. If you don't specify a magical/physical defense as well then it's assumed to be nonexistent.
To determine the severity of a wound taking, compare your defense level to the attack's offense power level. This chart should help.
Defense | ||||||
Weak | Light | Moderate | Strong | Epic | ||
Attack | Weak | Weak | Null | Null | Null | Null |
Light | Light | Weak | Null | Null | Null | |
Moderate | Moderate | Light | Weak | Null | Null | |
Strong | Strong | Moderate | Light | Weak | Null | |
Epic | Epic | Strong | Moderate | Light | Weak |
Wounds follow the same power threshold as power levels. Weak wounds, light wounds, moderate wounds, etc. 4 wounds of a certain level = 1 wound of the next level up.
There's no set amount when you take so much damage that you die, since there's no HP system or similar, but try to be realistic about this.
For nondamaging abilities, the protective ability cancels out the offensive ability if it is a power level weaker or more (for example a Strong defense vs mind control completely negates Moderate or weaker attempts at mind control.) If the ability is one power level stronger, it overcomes the defense completely. If they are the same power level, the offensive ability will be weakened in some value--duration cut down to a single round, for example. A mod can help mediate what the result will be.
To assist mods, please keep track of all wounds & status effects on you each turn you post. For example, after performing all your actions for your turn, make a note somewhere at the bottom of the post - 3 light wounds, scarf of peace active, etc.
When combat begins you need to list all the items you are wearing and currently in your pack, this way you can't accidentally or purposefully use an item you don't have access to for that combat.
Whenever you activate a power or item, please state what it does in full. Don't just say, "Bonbon activates Heatsink." Say, "Bonbon activates Heatsink (this power provides Moderate defense against Fire attacks for a turn.)"
Dungeon teams can not be larger than 4 people.