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Dragonflight - An Alternative Pern (New Guild)

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A B/C Pern roleplay with new colours & warring factions 

Tags: Pern, Dragons, Whers, Roleplay, Breedables 

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A Guide to Combat

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Dragonflight Pern
Captain

PostPosted: Thu Sep 18, 2014 11:21 am


Combat


With the wherholds and Tine Weyr locked in an extended, sporadic conflict combat is inevitable.

This system aims to give mechanics to a fight that are fairly simple but also reflect differences in skill.

In this thread you will find descriptions of:
* Stats
* Actions
* Weapons
PostPosted: Sat Sep 20, 2014 8:26 am


The Stats


HP: Your character's health points, how much punishment they can take before they go down.
Defense: Allows your character to go on the defensive to reduce damage taken.
Attack: How much damage your character's attacks do.
Special: Special abilities.

Characters of the same kind all start out with the same stats, some of which improve as characters gain combat experience. Characters with the Warden rank gain special bonuses.

Dragons: Dragons are large creatures, on average about as resilient as humans for their size. While their hide is thicker than human skin they have large vulnerable eyes and relatively delicate wings. With keen claws and large teeth dragons are more than equipped to tear in whers and one another should they decide to do so. They are hampered of course by the inability to harm humans, a bit of a disadvantage should a handler decide to stand between their beast and a would be attacking dragon.

HP: Your dragon's combat HP is equal to their Threadfall HP, you can increase it through the EXP system.
Defense:
    *Gold/Warden = 1d8+2
    *Bronze/Silver = 1d8+1
    *Brown/Crimson = 1d8
    *Blue/Black = 1d6+1
    *Green = 1d6+1
    *White = 1d6

Attack:
    *Gold/Warden = 3d4+4
    *Bronze/Silver = 3d4+1
    *Brown/Crimson = 3d4
    *Blue/Black = 2d6
    *Green = 2d4+2
    *White = 2d4

Junior Weyrlings have 50% the health of adult dragons and take -4 penalties to all rolls.
Senior Weyrlings take -2 penalties to all rolls.


Whers: Whers might be smaller than dragons but pound for pound they are far tougher and better at maiming things. With thick hide and small wings while they're not invulnerable they are a Problem if you don't have whers of your own to combat those defences along with their hugely powerful jaws and claws. Then of course there is the fact that your average wher is perfectly happy to kill and quite possibly eat humans at the direction of their handler.

HP: Whers start with the following HP. You can improve it through the EXP system.
    *Gold = 40
    *Brown/Bronze = 35
    *Blue/Green = 30

Defense:
    *Gold/Warden = 2d4
    *Bronze/Brown = 1d6+1
    *Blue/Green = 1d6+1

Attack:
    *Gold/Warden = 3d4
    *Bronze/Brown = 2d6
    *Blue/Green = 2d4+2

Immature whers take -2 penalties to all rolls.

Humans: Humans are small and squishy, the only way they can hope to face off against a wher - or kill a dragon - is through the use of weaponry and armour. With training in the use of the aforementioned a tough brave human might just be able to take on a wher but it would be more advisable to bring several equally tough skilled friends and or a wher of your own.

HP:
    *Warden human = 25
    *Human with 4 or more combat RPs = 15
    *Basic human = 10**

Defense:
    *Warden human = 1d4+1
    *Human with 4 or more combat RPs = 1d4
    *Basic human = 1d4-1 (round down)

Attack: Lacking natural weapons most humans do very little unarmed damage, and that damage is listed here. Weapons are described below.
    *Warden human = 1d4-1 (minimum 1)
    *Human with 4 or more combat RPs = 1d4-2 (minimum 1)
    *Basic human = 1 damage

Humans under the age of 13 take a -4 penalty to all rolls and have only 5HP.
Humans under the age of 16 take a -2 penalty to all rolls.

**If you believe your character should start off above basic level due to their background please PM Tawny to discuss. Most humans however should start off as basic humans; having scrapped a bit as a Weyrbrat doesn't qualify you for 'trained human' status but people such as guards or Holdless bandits would count as trained humans for example. Basically it needs to state in your character's backstory that they have experience with weapons and combat for them to count as trained. If you're not sure if something counts or not feel free to ask. This is in no way us trying to be mean, it's simply a case of realism; somebody who hasn't picked up a sword in their life shouldn't be the equal in combat of a tough former hold guard or a wily holdless bandit. Also don't forget that anyone can become a trained human by participating in combat! Starting out weak doesn't mean you'll be weak forever.

Dragonflight Pern
Captain


Dragonflight Pern
Captain

PostPosted: Sat Sep 20, 2014 8:29 am


Actions & Statuses


The Actions
Attack
Defend
Grapple
Use item
Move

The Statuses

Dazed: The dazed condition is inflicted by weapons such as small clubs or events such as stumbling, it usually lasts for one turn. A character who is dazed cannot attack, use items, or defend anyone but themselves. They can move as normal.

Stunned: The stunned condition is usually caused by a blow from a heavy club. A character who is stunned loses all actions for one turn.

Maimed: The maimed condition is usually caused by an axe blow or a special attack from a Warden. Maimed characters do 50% their normal damage for the rest of the encounter or until they are bandaged.

Grappled: A character in a grapple cannot take any action until they escape it.

0HP to -5HP: Characters at these health levels are very weak, close to unconsciousness. They cannot attack, defend, or grapple but they can still use items and move.

Unconscious: A character who has -6HP or less is unconscious and will remain so for the rest of the encounter even if they are brought back to -5HP or more. They cannot take any actions.
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