How to Battle
Battles are split up into rounds and turns. Turns are individual turns a character makes. While a round would be a cycle of turns.
At the beginning of battle, all players participating must first post their stats, modifiers, and current skill list. For now, only 4 characters may participate in the same battle.
To determine the battle order, look at the characters’ speed. The one with the most speed goes first, and it goes from there. In the case of the characters sharing the exact same speed, have one person roll 1d20 to figure out who goes first (based on odds or evens). However, if in a normal roleplay, the aggressor will always go first. Then from there you go by speed.
Non Colosseum cases
This is for when character is being aggressive against another in rp, where it isn't a sparring type situation.
The aggressor will post their stats when they make their attack against their target. It will be up to the aggressor to look up the stats of their target, to find out what modifiers to use for the target's defenses. After the first attack, any other characters involved will post up their stats.
Speed will then determine the attack order, though the aggressor will always be on the top.
From there, rp your character fighting the other, basically. And list off which attack you’re using. This can be shown either oocly or within the actual rp somewhere. Do not assume that you already hit. Also if there are more than one character fighting, please clearly state who you are attacking.
Once you finish writing up the post, go into the rolling thread and roll
1d100 (this is for attacks that have some sort of accuracy rating). This is to determine whether or not you hit. All the attacks have a set accuracy that is the minimum number you must reach in order to successfully land your blow.
If you roll between a 1-5, you land a critical hit, which deals 1.5x damage. (criticals and elemental effectiveness stacks so if you crit while strong against something, you do 3x damage, while if you crit with an attack weak to something, you do… normal damage)
Also, if an attack has a chance to do some sort of status, it causes said status if you land between 4 and whatever chance it is.
So if there is a 10% chance to stun, you stun the opponent with your attack if you roll between 4-14.
If there’s a 25% chance of burn, you burn them on numbers 4-29. And so on.
For these, if you roll a 4 or a 5, you land a critical hit, and afflict them with a status effect.
If the attack can target multiple foes, make separate checks for each additional target. You also need to roll the damage multiple times for each opponent hit.
Anyway, if the attack hits, go ahead and roll out the damage. Each of the damaging attacks has a set number range that you need to roll. For example, burning coal does 1-3 damage. So you would randomize a number between 1 and 3. Once you see your result, add your modifiers to it, and subtract whatever defense the opponent has.
So if the stats are +2 for magic attacks, and your opponent has 1 defense..
If you rolled a 2, you would do 2+2-1 damage, or 3 damage to the target.
If the attack were strong against the opponent or you had landed a critical, you would do 1.5x damage (round up), so you would end up doing 5 damage instead.
If the opponent was resistant to your attack, you would do .5x damage, so 2 damage instead.
Criticals, weaknesses, and resistances are applied
after modifiers have been applied.
Whether or not the attack hits, edit the results into your rp post.
Not attacking
In battles, you have the option of not attacking for a turn or more. If you decide to do this, your defense and will mods temporarily increase by 1, and you regenerate 40% (round up) of your mp.
Also please note this at the bottom of your post by saying "not attacking" or "defense", as well as the will/defense mod bonus you get as a reminder for your opponent.
When it’s your turn and you have been hit with an attack, roleplay it out as such. The same goes for if an attack coming towards you misses. How your character attacks or reacts to attacks is up to you. The skills provide a basic idea of how each attack is done so try to stick to that, and don’t do anything insane. But overall, it’s really up to you how its done… just keep to the dice to decide whether things hit or miss.
There is a minimum amount of damage that can be dealt, so there shouldn’t be times where an attack will be completely nullified (unless it was a miss). To determine the minimum amount of damage that you can do, take 1/5 of your level (round up). So at level 1 and 2, the minimum damage you can deal is 1. At level ten, the minimum damage you can deal is 2. At 15, 3. And at 20, 4.
Status effects last a certain amount of turns depending on the move it was dealt by. You may have up to two status effects at the same time. Also if you are afflicted with a certain status, you may not be afflicted with that particular status again until you recover from it.
Status Effects
Bleeding: You take damage equal to 1/10 of your max hp at the beginning of your turns.
Poison: You take damage equal to 1/10 of your max hp at the beginning of your turns.
Sleep: No damage taken. You are unable to use any skills. Or move. However, you regain 1/10th of your max hp (round up) and mp at the end of each turn until you wake up.
Stun: No damage taken. All your attacks deal half damage.
Burn: You take damage equal half your level (round up), and take -1 to str and int mods
Strengths and Weakness Chart
Arrow points to what that element is good against. So fire is good against earth and so on.
Fire -> earth-> wind -> water -> fire.
Dark <=> light