Post by Maiyka on Nov 12, 2016 15:21:40 GMT 1
Below here you can read about the combat system that we have here in the Blackgarde.
A combat system relying most heavily upon emotes and creative writing, as well as decisions made by your character.
Now you may wonder, how is damage dealt and damage taken counted? If it's merely based off of emotes and no rolling how do we determine damage?
Here's the thing: This system allows for more freedom for the DM, that don't have to feel shackled by the rolls, despite the fact that maybe that certain emote would have warranted a dodge or maybe even a counter attack. This new system will give more credit to the player overall, who can maximize, or minimize their character's potential, depending on how they play it, considering that some feel completely comfortable with playing a background character while some go full frontal, berserk and bloodthirsty. This gives a lot more potential for the DM to be reactive accordingly to what's done to the enemies, and the DM wont have to limit themselves to rolls to determine what happens. This system simply allow for more creativity and freedom for all participants, and no one has to feel weak in their portrayal of their character because of low rolling.
Do we have any stats at all? YOU DON'T. But the enemy does; We've decided to keep a part of the enemy stats for a bit of simplicitys sake such as the HP and ATK. The new system is a bit more turnbased as well, to not mess things up. The HP will matter in the turn of where the Blackgarde makes their assault, whereas the ATK stat will matter when the enemy in question attacks.
Example:
Blackgarde turn: Sinathael hurls a arcane bolt at the enemy! The enemy takes 1 DMG!
Enemy turn: The enemy swipes at Sinathael, he has to roll 40+ to avoid!
Sinathael rolls 60. He's okay, he avoids damage, and if the DM feels generous for the complexity of his emote, the DM might even allow a counter attack. Unless specified to dodge, block or whatever your character does to defend themselves, the DM can allow a counter in it's place, and your character can retaliate. Remember to be specific if you do retaliate, seeing as the DM will have a lot of emotes to read and valuate.
Sinathael rolls 30. In this case, the DM might have specified in the RW what's to be avoided, and if it can be avoided also- maybe the RW determines for your character to take -some- damage in some way. Although in this example, it is stated to avoid. Sinathael may be hit, but he might also just be pushed away, not taking any damage, in this case being toppled. He might also specify that he takes damage from a bad fall, or from the hit. It depends a lot on how you wish to display your character, how agile they are, and how fragile as per example.
As you might have noticed, this simple rolling action is used as reference for you to determine your character's defense.
Depending on the complexcity of your emote, the DM might also determine that the enemy takes more than 1 or 2 DMG, depending on the nature of the enemy. However, do note that skillfully describing an axe-swing within the range of three emote paragraphs will get you nowhere- that's just a wall of filler text and the DM might have 5+ people's emotes to take into account. A simple axe-swing will only grant you 1 DMG dealt to the enemy anyway, because of the nature of the attack.
Out of combat rolling will still be somewhat used, however your character's capabilities will be taken more into consideration than the actual roll, while still using it as a marker for what your character hears as per example. Again, the rolls are used as a reference, not a final verdict as it was being used as before.
A combat system relying most heavily upon emotes and creative writing, as well as decisions made by your character.
Now you may wonder, how is damage dealt and damage taken counted? If it's merely based off of emotes and no rolling how do we determine damage?
Here's the thing: This system allows for more freedom for the DM, that don't have to feel shackled by the rolls, despite the fact that maybe that certain emote would have warranted a dodge or maybe even a counter attack. This new system will give more credit to the player overall, who can maximize, or minimize their character's potential, depending on how they play it, considering that some feel completely comfortable with playing a background character while some go full frontal, berserk and bloodthirsty. This gives a lot more potential for the DM to be reactive accordingly to what's done to the enemies, and the DM wont have to limit themselves to rolls to determine what happens. This system simply allow for more creativity and freedom for all participants, and no one has to feel weak in their portrayal of their character because of low rolling.
Do we have any stats at all? YOU DON'T. But the enemy does; We've decided to keep a part of the enemy stats for a bit of simplicitys sake such as the HP and ATK. The new system is a bit more turnbased as well, to not mess things up. The HP will matter in the turn of where the Blackgarde makes their assault, whereas the ATK stat will matter when the enemy in question attacks.
Example:
Blackgarde turn: Sinathael hurls a arcane bolt at the enemy! The enemy takes 1 DMG!
Enemy turn: The enemy swipes at Sinathael, he has to roll 40+ to avoid!
Sinathael rolls 60. He's okay, he avoids damage, and if the DM feels generous for the complexity of his emote, the DM might even allow a counter attack. Unless specified to dodge, block or whatever your character does to defend themselves, the DM can allow a counter in it's place, and your character can retaliate. Remember to be specific if you do retaliate, seeing as the DM will have a lot of emotes to read and valuate.
Sinathael rolls 30. In this case, the DM might have specified in the RW what's to be avoided, and if it can be avoided also- maybe the RW determines for your character to take -some- damage in some way. Although in this example, it is stated to avoid. Sinathael may be hit, but he might also just be pushed away, not taking any damage, in this case being toppled. He might also specify that he takes damage from a bad fall, or from the hit. It depends a lot on how you wish to display your character, how agile they are, and how fragile as per example.
As you might have noticed, this simple rolling action is used as reference for you to determine your character's defense.
Depending on the complexcity of your emote, the DM might also determine that the enemy takes more than 1 or 2 DMG, depending on the nature of the enemy. However, do note that skillfully describing an axe-swing within the range of three emote paragraphs will get you nowhere- that's just a wall of filler text and the DM might have 5+ people's emotes to take into account. A simple axe-swing will only grant you 1 DMG dealt to the enemy anyway, because of the nature of the attack.
Out of combat rolling will still be somewhat used, however your character's capabilities will be taken more into consideration than the actual roll, while still using it as a marker for what your character hears as per example. Again, the rolls are used as a reference, not a final verdict as it was being used as before.