Combat System: Difference between revisions

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Some creatures inherently posses natural abilities to resist or be immune to certain types of damage. They can also be vulnerable to such things as well, which means that specialization and preparation for many situations is important. A creature who is resistant to a certain type of damage will receive half damage when that type hits it, rounded down to the nearest number (If the division results in decimals). When it is immune, it will take no damage at all, and when it is vulnerable, it will take double damage from that specific type rounded up to the nearest number (If the division results in decimals). Many materials and armor posses traits similar to this, and allow, with enough information beforehand, to make what could be a tougher fight far more feasible. Any resistance, immunity or vulnerability will be listed on the material page or item itself if it possesses one.
Some creatures inherently posses natural abilities to resist or be immune to certain types of damage. They can also be vulnerable to such things as well, which means that specialization and preparation for many situations is important. A creature who is resistant to a certain type of damage will receive half damage when that type hits it, rounded down to the nearest number (If the division results in decimals). When it is immune, it will take no damage at all, and when it is vulnerable, it will take double damage from that specific type rounded up to the nearest number (If the division results in decimals). Many materials and armor posses traits similar to this, and allow, with enough information beforehand, to make what could be a tougher fight far more feasible. Any resistance, immunity or vulnerability will be listed on the material page or item itself if it possesses one.
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===Buffs & Debuffs===
===Buffs & Debuffs===

Revision as of 09:10, 31 August 2023

Ephimoria follows a form of combat different then traditional servers, and instead goes for a stricter, RPG and roll-based approach as opposed to the standard honor model. Though these systems can be complex, the four main elements that will dictate everything are HP, SP, RE and movement. HP stands for hit points, and is effectively your health. If it hits 0, you are knocked unconscious. SP is whatever magical abilities you possess resource counter. RE, or Resolve is how difficult something is to achieve, be it trying to hit something, or to achieve it when roll may be required. Movement is how many blocks you can move in a turn. Your maximum in any of these resources will be determined by your race, type of special ability, and any additions to that such as artifacts or relics, or a special event effect to your character. It will all be listed out for you to easily remember in the places they are relevant. Damage will be based on the damage type, like fire, frost, etc and will have a damage dice attached to it. These dice are optional, if you do not want to chance it, you may take the average instead, but once you roll, you leave it to lady luck. In addition, certain creatures, races and other things will have natural resistances, immunities or even vulnerabilities, but they will have to be researched and field tested to learn the truth. The combat system is ONLY during combat, and for those who are actively engaged within it. Outside of combat, the system is passive and serves no purpose.

For DM's who don't know where to start, much of how the system works on the opposing side of things (without personal flairs) exists in a simple DMing for Dummies guide.

Turn Order & Actions

Every combat scenario will have an established turn order. This turn order is agreed upon by both parties in the case of PVP, or by the DM in the case of PVE. The turn order may be established in any number of ways that is entirely up to both parties, but unless something changes, such as combat ending, it generally will not change once it is established. During the turn of the creature, when they are capable of going and are not stunned or inflicted by some other debuff which prevents them from acting, they are capable of three major options. Moving, committing to an action, or preparing an action. Things like talking and small emotive actions like spitting or yelling are free and don't affect the system. In the case of swimming, which is listed under Swimming Rules, you can only choose to commit to one of the three options barring special exception. Moving is self explanatory, and follows the movement rules on how far a creature can go during their turn. Doing an action is wide ranging, from attacking, to casting, to doing something that cannot be easily done. These all fall under the umbrella of an "Action" and can only be done once a turn.

In PVE only, a creature can alternatively ready their action in the case of preparing for something to occur. A specific circumstance would be that "I would fire my bow when the manticore crosses this specific block". In this case, the action would occur when the scenario is met, even if it is out of their turn order. They are, however, unable to do any other actions while having one prepared.


Certain abilities will list themselves as a "reaction" instead of a regular action, which occurs only in specific circumstances. These are uniquely listed in their effects, and so follow their own rulings.

Hit Points

Hit points are the health bars of the creatures of Ephimoria. They represent the remaining "fight" left in them, and is effectively their constitution, or whatever is left of it. When a creature hits 0 hitpoints, three options become available.

The first option is to receive a permanent form of damage which can be discussed but is ultimately chosen by the creature who is attacking them. This leaves the defending creature at 1 hitpoint, and with possible debuffs depending on the damage done. This can range anywhere from a broken bone, to a gaping hole or limb no longer attached to the body. This option can only be taken two times in a row, as the third time the creature goes down, they will succumb to their wounds and perish barring special circumstances.

The second option is to enter a "bleeding out" state. This state is where the creature in questions falls unconscious and is unable to defend itself, becoming a prime target and easy to pick off if left alone. Unless stated otherwise, all spells, abilities and passives disappear when the creature enters this state, and if they are struck with an attack, it is an auto-critical. If a creature is hit x times while in this state (based on race or other modifiers) or takes their entire hitpoints worth of damage in one hit, they will perish. Any form of healing that restores them to 1 hitpoint or higher will cause them to reawaken, but be stunned for a turn until they may act again. If combat ends while they are in this state but have taken no hits, they will eventually reawaken. If they have been hit, based on the number of hits left, they have x5 turns to live.

The third option is the state of surrender. If a creature wishes to strike in a way that is non-lethal, or to defeat an opponent but not kill them, they will declare the surrender state which must be agreed upon by both parties. If this occurs, the creature defeated is left at 1 hitpoint, and all their abilities, passives, etc unless specially circumstanced will fade and combat immediately ends. If possessing a weapon of any kind, they are also disarmed of it.

Special Points

Special Points are effectively resource pools. These are called different names for flavor sake, but fall under the same umbrella. They determine the amount of resources you posses, how much something costs, how much is taken away when you cast or do something, and what happens, if anything, when you run out.

Resolve

Resolve is the term which is used when a creature tries to hit or to do something that is not standing still or mundane in nature. This will often be a set number and a roll will be required to either meet or exceed it to successfully complete that action. You may not always be aware of that number. Resolve is used as your armor or evasion skills, and determines how hard you and/or the creature you are fighting is to hit. These numbers can be increased or decreased based on race, debuffs or buffs, the clothing or armor you are wearing, and environmental factors. If someone MEETS the circumstances resolve requirement, which means they hit the exact number when they roll, the attempt is a success. Resolve is also how difficult doing something your character is not used to doing is, or something different occurring about a certain situation that requires you to roll.

Movement & Strength

Movement is as it says on the can, it is the amount of blocks you can move on your turn. This number can be increased or decreased based on any number of factors whether mid battle or otherwise, and even the environment itself can dictate the total movement of the creatures that walk, or even fly, upon it. It also determines if any movement based rolls will be easier or harder for the creature to achieve. Strength is the innate power of a creature based on their race, in addition to a series of other factors that can increase or decrease this modifier for the creature in question. Strength will most often cause your physical strikes to hit just that little bit harder or softer, and to do things that require physical prowess more or less difficult. Every race has a specific base movement and strength rank, and are listed below, alongside their speeds in swimming, and if they can fly, their flight speeds. Swimming follows its own unique set of rules slightly different then the conventional one listed, and is located under Swimming Rules.

Rolling & Rule of Cool

Rolling is a system often used by many tabletop games, and in Ephimoria it is not much different from where it is inspired from. When a roll is called for, it is most commonly in the form of a d20 (or 1d20), give or take the modifiers you posses for that specific action. If there is a different diceroll required, it will be asked for on the item, page or otherwise and be explicitly mentioned. Dicerolls will range from the common d20, to d12's, d10's, d8's, d6's, d4's and d2's, but any other form or variation may be mentioned or required on the specific pages. The most common actions (during combat) will usually require a d20, such as making an attack, jumping from ledge to ledge if a roll is requested, or anything as far fetched as trying to do a crazy maneuver that otherwise might not work without a roll. You will generally know when you have to roll and when you don't, as the item or rule will tell you to, or the dm will instruct you to do so. Rolling is only something that is during combat or requested by a dm during an event if they so please.

The rule of cool follows this prospect. If a creature wishes to do something that, while normally pretty insane, might just work, the dm is allowed (or can decline) to utilize the so called "Rule of Cool" by allowing you in some shape or form (usually a roll) to have a chance to achieve your objective, no matter how crazy it might be. This is only used in PVE, so keep that in mind, as pvp rules do not include this element.

Resistances, Immunities & Vulnerabilities

Some creatures inherently posses natural abilities to resist or be immune to certain types of damage. They can also be vulnerable to such things as well, which means that specialization and preparation for many situations is important. A creature who is resistant to a certain type of damage will receive half damage when that type hits it, rounded down to the nearest number (If the division results in decimals). When it is immune, it will take no damage at all, and when it is vulnerable, it will take double damage from that specific type rounded up to the nearest number (If the division results in decimals). Many materials and armor posses traits similar to this, and allow, with enough information beforehand, to make what could be a tougher fight far more feasible. Any resistance, immunity or vulnerability will be listed on the material page or item itself if it possesses one.

Buffs & Debuffs

Buffs and debuffs are relatively self explanatory in what they are in a general use term, but every buff and debuff is entirely unique in what it does. A buff is generally something that directly strengthens or bolsters something, and is almost always a positive effect. A debuff is that which is the opposite, a general effect that is almost always negative. Because they come in so many different forms, they all follow their own rules listed on their pages for you to follow.

Damage Mitigation

Damage mitigation is an always flat amount of damage that is deducted off the total amount off damage a creature receives. This can be caused by any number of reasons, such as a buff or ability, but will be explicitly stated if it occurs on the relevant pages and items. An example would be that you have taken 6 points of damage from a sword, but the buff you have removes three points of any incoming damage, thus making the total 3, not 6.