Post by Blitz on Mar 30, 2007 14:36:57 GMT -5
Random Battles:
The most important thing to remember is that this is a freeform RP. Which means as far as random battles go, you are free to play it as you see fit. The only thing to really consider is that the mods will reward your characters not one how strong of an enemy they defeat, but rather, how good the role-playing and writing is. The better the written version of the battle, the better the rewards. However, only units that participate in the written battle can earn XP. So if you keep a unit in your city, or choose to only use one or two units for a battle, the units that aren't involved can't recieve XP.
This RP is not however strictly a freeform one, in that when two players decide to fight, there are some rules that you have to follow. Both players have to agree to the contest, and if a player loses someone always survives. The rules to combat are as follows:
Player v. Player Rules:
- At the beginning of the battle, both players determine which units start the battle as melee units. These units are the front line of your force. They are always eligible to be attacked by any enemy unit. If you don't have any melee units left, then all of your units are eligible to attack.
- The units with the highest Initiative go first, whether it is your unit or an enemy unit. Followed by the next highest, to the next, until the least highest goes, then it starts all over again.
- When a unit's turn arrives, they can only do one of the following. Melee attack, use the Archery skill or Throw Weapon skill, cast a spell, use an item, defend, or retreat.
- If the unit uses a melee attack, remove the unit's Strength from another melee unit, or if there are no further melee units, any unit. This amount can be effected by the unit's Stamina (which acts as a percentage to reduce the attack by), or by dodging the attack (this is equated by taking a unit's Agility and divide it by ten, rounding it to the nearest whole number. That is the number of dodges a unit can preform in a battle). If you use a unit as a melee unit, that unit remains eligible for melee attacks for the remainder of the battle.
- Only units that have either the Throw Weapon Skill, or Archery Skill can directly attack a unit without being eligible as a melee unit. If a unit uses one of these skills, they can select any enemy unit to attack. Stamina and Agility does affect these skills.
- Spells can affect any unit, depending on the Spell effects, regardless if they are attacking by melee or not. Stamina and Agility does affect spells cast on enemy units.
- Using an item includes Staves, Potions, Orbs, and Talismans. Other items like Banners, Artifacts, Tomes, Boots, and Steeds are always active.
- Defending uses a units action for the turn, and adds 30 Stamina to the unit until their next action.
- Retreat means your units fleeing from battle. The unit can no longer be attacked, and can not return to the battle.
- Once all of a player's units are defeated or retreated from battle, the remaining player is the winner. Its just that simple.
The most important thing to remember is that this is a freeform RP. Which means as far as random battles go, you are free to play it as you see fit. The only thing to really consider is that the mods will reward your characters not one how strong of an enemy they defeat, but rather, how good the role-playing and writing is. The better the written version of the battle, the better the rewards. However, only units that participate in the written battle can earn XP. So if you keep a unit in your city, or choose to only use one or two units for a battle, the units that aren't involved can't recieve XP.
This RP is not however strictly a freeform one, in that when two players decide to fight, there are some rules that you have to follow. Both players have to agree to the contest, and if a player loses someone always survives. The rules to combat are as follows:
Player v. Player Rules:
- At the beginning of the battle, both players determine which units start the battle as melee units. These units are the front line of your force. They are always eligible to be attacked by any enemy unit. If you don't have any melee units left, then all of your units are eligible to attack.
- The units with the highest Initiative go first, whether it is your unit or an enemy unit. Followed by the next highest, to the next, until the least highest goes, then it starts all over again.
- When a unit's turn arrives, they can only do one of the following. Melee attack, use the Archery skill or Throw Weapon skill, cast a spell, use an item, defend, or retreat.
- If the unit uses a melee attack, remove the unit's Strength from another melee unit, or if there are no further melee units, any unit. This amount can be effected by the unit's Stamina (which acts as a percentage to reduce the attack by), or by dodging the attack (this is equated by taking a unit's Agility and divide it by ten, rounding it to the nearest whole number. That is the number of dodges a unit can preform in a battle). If you use a unit as a melee unit, that unit remains eligible for melee attacks for the remainder of the battle.
- Only units that have either the Throw Weapon Skill, or Archery Skill can directly attack a unit without being eligible as a melee unit. If a unit uses one of these skills, they can select any enemy unit to attack. Stamina and Agility does affect these skills.
- Spells can affect any unit, depending on the Spell effects, regardless if they are attacking by melee or not. Stamina and Agility does affect spells cast on enemy units.
- Using an item includes Staves, Potions, Orbs, and Talismans. Other items like Banners, Artifacts, Tomes, Boots, and Steeds are always active.
- Defending uses a units action for the turn, and adds 30 Stamina to the unit until their next action.
- Retreat means your units fleeing from battle. The unit can no longer be attacked, and can not return to the battle.
- Once all of a player's units are defeated or retreated from battle, the remaining player is the winner. Its just that simple.