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RP Training Room (Battle System Lessons)

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Morning-After-Will


PostPosted: Thu May 29, 2008 10:39 pm


Alright, if you're here because Athrun told you I am almost done with the RP, then all is good. This is mainly to help you understand how the battle echanics of the RP will work. As some of you may know, there is a drop menu to the right every time you post in a forum. One of those actions is dice roll, and you can choose the type of dice. For the RP, we shal be using 6 sided, 12 sided, and 20 sided dice. Anyway, here is what I came up with for the battle system.

"The dice rolling action you can add to your posts will determine the outcome of a fight. Rolling high when your opponent rolls low guarantees that you will get a good result, whereas rolling low against your opponent when he or she rolls high can leave you in trouble.
6-sided dice (Minor battles between small groups of nation controlled NPC soldiers, characters may not engage in such battles)
Attack Roll 1 – The attack is weak and slow, can tie only against another 1.
Attack Roll 2 – The attack is very weak, can be beaten by a 3 or higher and matched evenly by a 2.
Attack Roll 3 – The attack is of moderate strength, can only be beaten by a 4 or higher, tied by a 3, and beats a 2 and lower.
Attack Roll 4 – The attack is quite powerful, can only be beaten by a 5 or higher, tied by a four, and beats a 3 or lower.
Attack Roll 5 – The attack is quite powerful and gains a piercing ability, can only be beaten by a 6, tied by a 5, and beats a 4 or higher.
Attack Roll 6 – The attack is extremely powerful and gains a piercing ability, can only be tied by a 6, and beats a 5 or higher.
Defense Roll 1 – The defender is caught off guard and can only defend against a 1 and beaten by a 2 or higher.
Defense Roll 2 – The defender has little time to defend himself/herself, can only beat a 1, tied by a 2, and beaten by a 3 or higher.
Defense Roll 3 – The defender receives an alert from his defense system and has moderate time to defend himself/herself, beats a 2 or lower, tied by a 3, is beaten by a 4 or higher.
Defense Roll 4 – The defender uses quite a bit of skill and ample time to thwart the attack, beats a 3 or lower, tied by a 4, is beaten by a 5 or higher.
Defense Roll 5 – The defender is very skilled and has enough time to thwart an attack, beats a 4 or lower, tied by a 5, beaten by a 6.
Defense Roll 6 – The defender is extremely skilled and has plenty of time to thwart an attack, beats a 5 or lower, tied by a 6.
12-Sided Dice (Used for player versus player combat)
The 12 sided dice system is slightly different than the 6 sided system but works on very similar principals. For example, when the 6 sided attack roll of 1 says the attack is weak and slow, the 12 sided dice system would commit a weak and slow attack with a roll of a 1 or a 2. For example, look at the following example column:
Attack Roll 6 Attack Roll 12
1 matches with 1 or 2
2 matches with 3 or 4
3 matches with 5 or 6
4 matches with 7 or 8
5 matches with 9 or 10
6 matches with 11 or 12
The same thing goes for the defensive rolls. You might now be thinking why not use the 6 sided system for player versus player combat if a 1 can tie a 2 in combat with this system. While a 1 can tie with a 2 in combat with this system, the added feature is initiative. For example, is the attacker rolls a 1 and the defender rolls a 2, they may tie in combat but the defender will be allowed to make the next move while the attacker must wait until the defender moves to react. Thus, if the attacker moves and the defender reacts, the defender then could make the very next move before the attacker can. However, if the attacker rolls the 2 when the defender rolls the 1, the attacker makes the first move after combat resolution. This allows for combat to be a bit more dramatic, since making a move can prove fatal in either direction. Depending upon the piloting level of the pilot, Seed abilities can awaken within the user for an advantage in combat. More information is in a later section.
20-Sided Dice (Used for large scale battles between NPC soldiers controlled by the nations, characters can get involved with this type of combat)
The 20 sided dice system work like the 12 sided dice system. There are 5 levels of engagement, each granted as such:
Level 1: Roll of 1 to 4 (Minor attack/defense)
Level 2: Roll of 5 to 8 (Moderate attack/defense)
Level 3: Roll of 9 to 12 (Average attack/defense)
Level 4: Roll of 13 to 16 (Strong attack/defense)
Level 5: Roll of 17 to 20 (Powerful attack/defense)
As with the 12 sided dice system, level 1 rolls tie with level one rolls and lose to other levels, level 2 rolls beat level 1 rolls tie with level 2 rolls and lose to other level rolls, etc. all the way up to level 5 rolls, which beat all other rolls except for other level 5 rolls. Instead of initiative being used as discretion for the numerical difference, however, damage is used. For example, if the roll ties but the attacker wins 18 to 17, the defender has his units take minor damage, like damage to a few squads of units. If the attacker wins 19 to 17, the defender takes moderate damage, like damage to a few platoons of units. If the attacker wins 20 to 17, the defender takes heavy damage, like damage to several companies of units. Damage can be anything from rendering mobile suits ineffective to cutting off battalions from each other or thwarting minor parts of a larger assault. Differences in rolls determine how many units are destroyed. For example, if the difference is a factor of one roll level, like a level 1 roll compared to a level 2 roll, the loss of units is minor, whereas in a difference of a roll of 1 and a roll of 5, the loss of units is great. Here’s the breakdown example:
Tied levels, such as a level 1 roll versus a level 1 roll, result in no killed units but rather damage levels, as determined in the previous paragraph.
Level 2 roll versus a level 1 roll: minor loss of units, such as a few squads of units.
Level 3 roll versus a level 1 roll: moderate loss of units, such as a few platoons of units.
Level 4 roll versus a level 1 roll: heavy loss of units, such as a few companies of units.
Level 5 roll versus a level 1 roll: complete destruction of the enemy, including destroying any base involved with the fighting.
If the difference of rolling levels does not destroy any base near where the fighting is occurring, the winner of the fighting gains the base as a prize. Base rules will be determined later on in another section."

Quite a read, huh? Sorry, no cliffnotes, but I am willing to try a practice battle with players here to help them understand that this system is not as hard as it seems. Any takers? Just volunteer and we'll perform a scripted practice battle to help you understand how this works.
PostPosted: Fri May 30, 2008 9:22 am


I would like to try out the system. There is one thing though; for the twenty sided dice, if you roll a 5 and the other rolls a 1, are you controlling 1 mobile suit, or all of them?

AthrunZala33092
Captain



Morning-After-Will


PostPosted: Fri May 30, 2008 2:44 pm


AthrunZala33092
I would like to try out the system. There is one thing though; for the twenty sided dice, if you roll a 5 and the other rolls a 1, are you controlling 1 mobile suit, or all of them?

The number indicated by the roll does not determine the mobile suit number. We shall get to that soon enough. First, we shall demonstrate the player versus player system using 12 sided dice. This shall be a scripted battle. Pilot levels for the both of us shall be one. We will not have Seed levels to work with. For teh sake of argument, we will perform four examples. The first will be what would happen if I were to beat you in combat. We will just say what we roll instead of using the system so as to make sure the demonstration does not take forever.

Xaru spots a nearby mobile suit.

*Rolls an 8*

Pulling out his beam sword, he rushes towards his opponent and performs a powerful vertical slash.

*Athrun, for all intensive purposes, "roll" lower than a 7 for the demonstration to continue. We will use the actual gaian dice system for the RP so we don't have to tell people what we rolled*
AthrunZala33092 rolled 1 12-sided dice: 4 Total: 4 (1-12)
PostPosted: Fri May 30, 2008 8:27 pm


Athrun is caught by surprise as the slash comes towards him and barely has time to defend himself, taking minor damage.

that?

AthrunZala33092
Captain



Morning-After-Will


PostPosted: Sat May 31, 2008 9:01 am


Exactly. More or less, the lower you roll, the more damage you will take. In this instance, you did not roll that much lower, so you only took minor damage, but if you rolled a 1 or 2, you would have taken heavy damage and would have needed to go repair your mobile suit. if you had rolled a 5 or 6, you would have just been shocked and I would've attacked again before you could react. Now, let's try this again. For all purposes, let's suppose I roll an 8. The dice here will be scripted to demonstrate a point.

*Rolls an eight*

Xaru spots a nearby enemy mobile suit not far off. Drawing his beam sword, he rushes towards it, attacking with an off center verticle slash.

*Athrun, just roll a 7 in ** to allow the next explanation to begin. Do not use the action of rolling dice, just post that you rolled a seven*
PostPosted: Sat May 31, 2008 5:48 pm


*rolls a seven*

Athrun sees the attack coming and blocks in time.

btw...when the attack isn't blocked....

like someone hits a 6 to a 4...would you say it ended up as a defense roll 2? or not?

AthrunZala33092
Captain



Morning-After-Will


PostPosted: Sun Jun 01, 2008 6:50 pm


AthrunZala33092
*rolls a seven*

Athrun sees the attack coming and blocks in time.

btw...when the attack isn't blocked....

like someone hits a 6 to a 4...would you say it ended up as a defense roll 2? or not?

((Please explain your quuestion better.))
Xaru is unable to make a successful hit on Athrun's MS, but the blunt force of the attack knocked Athrun off balance and allows Xaru to attack again.

Basically, though you would block the attack, I get to make the next move during our fight. If you had gotten the 8 and I had rolled the seven, you would have managed to make the very next move, meaning you would make a move before I did.
PostPosted: Mon Jun 02, 2008 11:07 am


ah I see. interesting.

AthrunZala33092
Captain



Morning-After-Will


PostPosted: Wed Jun 04, 2008 7:45 pm


AthrunZala33092
ah I see. interesting.

I did intend to structure the battle system in a way that would allow for balanced fighting. Since it is easier to keep track of results of a six sided dice system but it greatly limits possibilities, I countered it with the shock value system. If the attacker rolls one point higher within the range (such as 1 and 2 or 9 and 10) he goes first for the next move, but if the defender gets to go first for the next move. If they tie, the attacker has the first move next since he initiated the combat. Everyone, I encourage you to come and join the RP. The battle system will not be activated until I finish the main introductory story. So far, only myself and Lacus-Haro-Chan have made profiles. You are all invited to join, I look forward to RPing with you there.

http://www.gaiaonline.com/forum/series-related-miscellaneous-role-play/mobile-suit-gundam-seed-echos-of-past-mistakes/t.40660841/
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Gundam SEED Destiny's Clyne Faction

 
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