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Hoshigaki Hiru
Captain

PostPosted: Mon Nov 27, 2017 8:08 pm


This is a tutorial to help you get a hold of the somewhat complex yet easy to learn combat system of the Way of the Ninja guild. In order to help us in this demonstration, two valiant shinobis have volunteered: Ryu, from Konohagakure, and Bose, from Otogakure.

Say hi to everyone!

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As you'll see, they are both fairly generic shiobis, you know, the kind of generic shinobis who are never named and die very early just to show you that a certain situation is serious? But don't tell them that...

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Guess they heard... Anyway, we will start this tutorial with the very basics. First thing obviously is: starting a fight!
PostPosted: Mon Nov 27, 2017 8:08 pm


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INITIATIVE CHECK
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First thing you do when you start a fight is determine what the attack order will be. This can be very simple during a duel, but not so much during a brawl. The formula to determine every character's "initiative check" is the following:

Initiative check = One 20 sided dice (d20) + Dexterity Modifier

The reason why dexterity modifier is used here is because dexterity represents your character's speed and general nimbleness, giving him or her the early advantage. Let's see how our two shinobis will do.


Ryu's initiative check:

Ryu rolls one 20 sided dice and gets 7

Ryu's Initiative check = One 20 sided dice [7] + Ryu's Dexterity Modifier [5] = 12


Not bad... but how will his opponent do?


Bose's initiative check:

Bose rolls one 20 sided dice and gets 10


Bose's Initiative check = One 20 sided dice [10] + Bose's Dexterity Modifier [3] = 13


Okay, so 12 vs. 13, guess Bose will have the initiative! Congratulations Bose!

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Uh oh... guess we might have celebrated a bit too early! Looks like Ryu is pulling something out of his bag of tricks! It is true, certain techniques can be used to give you a boost when needed to your initiation check. The most popular is the Body Flicker Technique, which Ryu is casting right now. Even though all checks have been already made, Ryu can decide to use it afterwards (just before the fight starts) in an effort to compensate, once he's seen his opponent seems to have bested him.

Read the "special" section of techniques and abilities to see what special effects they have. What the Body Flicker Technique actually does is add your chakra mod to the initiative check, which can give you just the boost you need to get the upper hand. An important thing to note is that using a jutsu at the stage of an initiation check will not use your attack turns for the first combat turn; but we will get to that later.


Ryu using a jutsu to boost initiative check:

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Shunshin no Jutsu (Body Flicker Technique)
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A high-speed movement technique. It is described as 'appearing with the wind and disappearing like the wind.' Using chakra to activate the body, the user is able to move from one point to another with extreme speeds. This super-fast movement is almost impossible to see with the naked eye. To a normal person, it would seem as if the user has teleported.
Cp cost: 15 or 1 per ft
Dice Rolls: 2 Rolls
Damage: N/A
Special: When rolling initiative checks or racing, or anything that involves speed, add chk mod to the dice roll. Does not nullify Stealth checks.


Ryu's new Initiation check = One 20 sided dice [7] + Ryu's Dexterity Modifier [5] + Ryu's Chakra Modifier [2] = 14



I guess that now that's 14 for Ryu vs. 13 for Bose: Ryu will therefore have the initiative! Way to go!

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Sorry about that Bose, but you should really have learned that technique yourself...

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You now know all of the concepts and technicalities of the initiative check! Good job!


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Hoshigaki Hiru
Captain


Hoshigaki Hiru
Captain

PostPosted: Mon Nov 27, 2017 8:13 pm


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BASIC COMBAT MECHANICS
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Okay now that we've learned how to know what the attack order during a fight will be, it's now time to move on to getting the action started. There are a couple of things everyone needs to know before getting anything going. The first is knowing how many attack turns each character will have per combat turn. If you thought Attack Turn and Combat Turn were the same thing, you couldn't be more wrong! Here are the definitions:

Combat Turn: A sequence of every character's attack turns in the order determined by their initiation check.
Attack Turn: Each character's possible individual actions depending on their level during a single combat turn.

Now, let's find out how many attack turns each of our characters have. The information should be in their character sheet just under the character's stats and over his Base Attack Bonus, but if it's one of those fancy profiles it might have been moved around. If you can't find it, refer to this thread (Abilities and Battle) to find out exactly how to calculate it. It is fairly simple since the number of attacks depends solely on the character's level!


Ryu's Attack Turns

Ryu's level [25] = 5 attacks

Base Attack Bonus per attack: 25 (Attack 1), 20 (Attack 2), 15 (Attack 3), 10 (Attack 4), 5 (Attack 5)



Bose's Attack Turns

Bose's level [23] = 5 attacks

Base Attack Bonus per attack: 23 (Attack 1), 18 (Attack 2), 13 (Attack 3), 8 (Attack 4), 3 (Attack 5)


Okay, so our two combattants have 5 attacks each, this should be a pretty close fight! Let's get this started!


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Combat Turn 1
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Since we had determined Ryu would go first based on his initiative check, he will get the benefit of the first attack sequence!


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Ryu's Attack Turn #1
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Ryu launches a melee attack using his kunai!

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Okay, a melee attack, very classic manner of opening an assault! In order to see if a melee attack will connect, you will need to compare the total value of your attack roll to your opponent's dodge rating. The basic formula to see what the value of your attack roll is the following:


Melee Attack Value = One 20 sided dice (d20) + Base Attack Bonus (for this attack) + Strength Modifier ([Strength - 10] / 2) + Weapon / Fighting Style Skill Modifier (2 per 10 in Skill)


Once you have found the value of your attack roll, compare it to defender's dodge rating to see if it connects. If you manage to match his dodge rating, it will hit! The formula to calculate an opponent's dodge rating is the following:


Dodge Rating = Character's level + Dexterity Modifier + Wisdom Modifier + Armor Bonus (if any)


Let's see how this applies to our current antagonists!


Ryu's Melee Attack Roll

Ryu rolls one 20 sided dice and gets 4

Ryu's Melee Attack Value = One 20 sided dice [4] + Ryu's Base Attack Bonus for 1st Attack [25] + Ryu's Strength Modifier [3] + Ryu's Kunai Modifier [3] = 35



Melee Attack's really aren't Ryu's specialty... Let's see how it compares to Bose's dodge rating!


Bose's Dodge Rating

Bose's Dodge Rating = Bose's level [23] + Bose's Dexterity Modifier [6] + Bose's Wisdom Modifier [7] = 36


The value of Ryu's melee attack is 35 against Bose's dodge rating of 36. This means that Ryu just missed Bose with his kunai slice!


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Ryu's Attack Turn #2
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Ryu throws the kunai he was holding in a precise ranged attack!


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I see Ryu's is mixing things up, trying a ranged attack now! The principle for ranged attacks is very similar as the one used for melee attacks, although the stats used to calculate are slightly different. The formula to determine the value of your ranged attack is the following:


Ranged Attack Value = One 20 sided dice (d20) + Base Attack Bonus (for this attack) + Dexterity Modifier ([Strength - 10] / 2) + Weapon / Fighting Style Skill Modifier (2 per 10 in skill)


Let's see what the value of his throw would be based on this formula!


Ryu's Ranged Attack Roll

Ryu rolls one 20 sided dice and gets 15

Ryu's Ranged Attack Value = One 20 sided dice [15] + Ryu's Base Attack Bonus for 2nd Attack [20] + Ryu's Dexterity Modifier [8] + Ryu's Kunai Modifier [3] = 46



So, the value of Ryu's ranged attack is 46 against Bose's dodge rating of 36 (does not change from one turn to the next). That's a hit!


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Ryu's Attack Turn #3
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Ryu starts casting a ninjutsu technique: Fire Release: Grand Fireball Technique!


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Uh Oh! Now Bose is in for it! Ryu is casting a fairly powerful fire jutsu! Of course, he doesn't know what's happening yet since Ryu is only putting hand seals together for the moment. First thing you need to make sure before casting a jutsu is that you have enough attack turns left in the combat turn to cast it and enough chakra to generate it. To know how many attack turns requires a jutsu, you must refer to its description in the Technique List. Here is the description for the Great Fireball:

Katon: Goukakyu no Jutsu (Fire Release: Grand Fireball Technique)
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Utilizing a high amount of chakra, a large ball of flame is exhaled from the user's mouth.
Cp cost: 45
Dice Rolls: 3
Damage: 35 - 50 + chk mod
Reflex DC: 12 + chk modifier + 2 per 10 ranks in Ninjutsu
Requirements: Fire Affinity, Chakra Control 18, Ninjutsu 15
Training: 3 stages.
Stage I: Chakra Control DC 28 Generate the flame from within you by molding your Fire Affinity chakra.
Stage II: Chakra DC 18 {d20 + chk mod} Slowly increase the ball of flame in size and temperature and thus lethality.
Stage III: Ninjutsu DC 30 Combine the previously learned elements. Work on speed and smoothness of delivery.


As you can see, this technique requires 3 attack turns to cast, which is perfect since it is exactly how many attack turns Ryu has left this turn! Let's wait until Ryu is done casting to find out what happens...


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Ryu's Attack Turn #4
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Still weaving hand seals... (So much tension!)






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Ryu's Attack Turn #5
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Ryu put his fingers to his mouth and spits out a large fireball aimed for Bose's face!


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Gah! This could be nasty! We need to see if that fireball will hit! In order to do this, unlike for physical attacks, the defender is the one who has to roll a Reflex Save to see if he can dodge the technique. You can find each technique's Reflex DC in their description. If Bose wants to dodge the jutsu, he needs to meet the technique's Reflec DC with his Reflex Save. The formula to calculate a reflex save is the following:

Reflex Save = One 20 sided dice (d20) + Defender's Base Save Bonus (Character's Level / 2) + Defender's Dexterity Modifier

So, let's see what happens here...


Great Fireball's Reflex DC

Fireball's Reflex DC: 12 + Ryu's Chakra Modifier [4] + 2 per 10 points in Ryu's Ninjutsu Skill [4] = 20



Bose's Reflex Save

Bose rolls one 20 sided dice and gets 2

Bose's Reflex Save= One 20 sided dice [2] + Bose's Base Save Bonus [11] + Bose's Dexterity Modifier [6] = 19


Aaah, that's too bad! Bose's chances of dodging this were really high but he rolled a measley 2! This means that the fireball's reflex DC was 20 and he rolled a reflex save of 19... that's a hit!


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That has to sting... Still, for reasons we'll explain in another section let's wait until the end of the combat turn before rolling damage.

It's now turn for Bose's attack sequence! Let's see how he answers this offensive onslaught


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Bose's Attack Turn #1
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Bose begins casting a jutsu!

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Shi no Kumi no Jutsu (Death Foreseeing Technique)
This jutsu is much like Kanashibari no Jutsu (Temporary Paralysis Technique), but paralyzes the foe by showing them a vision of their own gruesome death. In addition to the paralysis, the enemy is overwhelmed with fear, and will no doubt suffer severe mental stress.
Cp cost: 120
Dice Rolls: 5
Damage: 200 - 300 + int mod
Will Save DC: 18 + int mod + 2 per 10 ranks in Genjutsu
Requirements: Genjutsu 44, Chakra Control 47
Training: 5 stages
Stage I: Intelligence DC 28 {d20 + int mod}
Stage II: Chakra Control DC 57
Stage III: Genjutsu DC 54
Stage IV: Chakra Control DC 60
Stage V: Genjutsu DC 56
Special: If Genjutsu DC is more than 10 points over Will Save check, target is put in a state of Panic.


Oh Bose is now casting genjutsu! This sort of attack is different from traditional ninjutsu; but not that much. We'll get more details once he is done preparing.

Let's see this thing unfold...


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Bose's Attack Turn #2
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Still preparing. (He doesn't look so well does he?)






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Bose's Attack Turn #3
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Bose is still weaving seals. This is an anime so he's probably yapping away or going through flashbacks...






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Bose's Attack Turn #4
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Almost done now...






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Bose's Attack Turn #5
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Alright, this is when things start getting interesting!


Bose casts the genjutsu Death Foreseeing Technique!

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And ther eit goes! You can actually feel reality warping around him!

Basically, the formula to resist genjutsu is pretty much the same as the one to dodge ninjutsu. Although, you can see in the genjutsu's description that instead of using a "Reflex DC" it uses a "Will DC". This means that instead of measuring your character's ability to jump out of the path of a technique, you measure the strength of his determination to prevent being engulfed by genutsu. The formula to determine your will save is the following:

Will Save = One 20 sided dice (d20) + Defender's Base Save Bonus (Character's Level / 2) + Defender's Wisdom Modifier

Let's see what happens on the battlefield in this specific situation...


Death Foreseeing technique's Will DC

Genjutsu's Will Save DC: 18 + Bose's Intelligence Modifier [6] + 2 per 10 points in Bose's Genjutsu Skill [4] = 28



Ryu's Will Save

Ryu rolls one 20 sided dice and gets 12

Ryu's Will Save= One 20 sided dice [12] + Ryu's Base Save Bonus [12] + Bose's Wisdom Modifier [3] = 27


So Ryu rolls a Will Save of 27 against Bose's jutsu DC of 28, the genjutsu is therefore succesful! All effects will therefore be applied as they are stated in the jutsu's description, but let's just let Ryu be for a while to let him deal with this unpleasant experience...

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Now that's everyone's used up all of their attack turns, we've officially reached the end of this combat turn! Next thing we have to do is determine the total damage that was done this turn!


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Damage for Combat Turn 1
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Ryu's Damage Dealt
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Okay, so as far as Ryu is concerned, he landed one long ranged attack and one fire jutsu. To know exactly what the damage for both of these attacks is, we have to refer to each of these technique's description.

Let's start with kunai damage. First thing we need is to know is the basic formula for weapon damage to insert the specific values in afterwards. The formula reads like this:

Weapon Damage = Basic Weapon Damage + (1 - 2) per 4 points in Weapon Skill

As you can see, we need to determine what the basic weapon damage for the kunai is to calculate the damage it dished out. You can find the exact description of every weapon in this thread: Weapons and Tools. The details for the kunai are the following:

Kunai
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The kunai is the most famous weapon in the Naruto series and a favored weapon by all ninjas. The Kunai although not designed to be a throwing weapon can be thrown to a distance of 50 ft. The kunai is a piercing weapon that can be used to stab but not to cut.
Damage: 1 - 4 + str. mod. in melee combat. 1 - 4 + dex. mod. in ranged combat.
Range: Melee or Ranged 50 ft.
Special: Causes a Bleeding Wound upon a critical hit.
Dual Wield: Yes, -4 to attack roll.


As you can see, the kunai's basic long ranged combat damage is [(1 - 4) + Dexterity Modifier] if used as a ranged weapon. We'll use it in the basic weapon damage formula:


Ryu's Kunai Damage:

Kunai Damage = [(1 - 4) + Ryu's Dexterity Modifier [8] ] + [(1 - 2) per 4 points in Ryu's Kunai skill [24] ] = (9 - 12) + (6 - 12) = (15 - 24)



We now know what Ryu's kunai damage for the turn was! However, he also landed a fire jutsu. The formula to determine Ninjutsu damage is this one:

Ninjutsu Damage = Base Jutsu Damage + [(2 - 4) per 4 points in Ninjutsu]


So, knowing from the description we pulled from the Technique List a bit earlier that the basic damage from the great fireball is (35 - 50) + Chakra Modifier, we can now calculate the jutsu damage for this turn:


Ryu's Ninjutsu Damage:

Fireball Damage = (35 - 50) + Ryu's Chakra Modifier [4] + (2-4) per 4 points in Ryu's Ninjutsu Skill [20] = (35 - 50) + 4 + (10 - 20) = (49 - 74)



After all of this, we finally know what the total damage for the round can be. However, there is something else we must not forget! Fire has the nasty habit of leaving marks when it hits. Like some other techniques, fire causes what is called a Status Ailment, which is basically an additional consequence from it connecting with an opponent. Fire technique's status ailment are burns. You can find its effect with all other status ailments in the Abilities and Battle thread. Burn's effect is listed as follows:

Burned: Character loses -3 Hp per round and is treated as Fatigued. Effects may worsen at mission leader/Crew's discretion. Can be healed with Burn Salve or with basic first aid.

This description directs us to another status ailment, Fatigued:

Fatigued: Occurs after strenuous physical activity. Character suffers -2 in all checks. In the case of the Eight Gates (taijutsu), character suffers -2 in all checks per gate opened for the specified time.

Phew! That certainly was a lot of work! Now that we've calculated the potential damage, we have to add everything up and generate a random number form the possible damage. Go ahead Ryu!


Total Combat Damage to Bose:

Total Potential Damage = Ranged Kunai Attack Damage (15 - 24) + Fireball Damage (49 - 74) = ( 64 - 98 )

Ryu generates a random number between 64 and 98 and gets 81 !

Total Damage = 81 Hp + Burn Status Ailment




Yowch!


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Bose's Damage Dealt
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Okay, now that we've learned how to calculate damage from jutsus, repeating the process should be fairly simple for Bose, especially since his entire combat turn consisted in one genjutsu. One thing you have to remember though, where regular jutsus cause health damage (hp) genjutsu causes mental damage (mhp).


Bose's genjutsu damage:

Death Foreseeing Damage = (200 - 300) + Bose's Intelligence Modifier [6] +(2-4) per 4 points in Bose's Genjutsu Skill [28] = (200-300) + 6 + ( 14-28 ) = (220-334)

Bose generates a random number between 220 and 334 and gets 253 !

Total Damage: 253 Mhp


Eeesh... that much mental damage would most likely make anyone go insane... Sorry for that Ryu!



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End of Combat Turn 1 !
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Wow that was a lot to take in at once. However, now that you've been through this part of the tutorial, you should be able to function in the combat system!

Congratulations!



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