Post by Warr on Aug 26, 2019 13:01:08 GMT -8
Battle System
Anytime two characters come into conflict, every RPG has a system to determine who comes out on top in that conflict. For Dragon Ball: Broken Destiny, that mostly takes the form of martial arts battles. Battles are large, complex things with lots of moving parts, but don't be afraid! Read the sections below and you'll have all the instructions needed to conduct battles like a world class martial arts veteran![li]No matter how excited you might be about your character’s attacks, you should never write something as if it hit. Describe it as an attempt at hitting. You hope it hits or you aim for a certain reaction. You can fire off the attack, but let the opponent write whether or not it hits, based on their defensive actions. For example, you would not write “Goku punched Vegeta’s stomach with enough force to drive blood from his mouth.” You would instead write: “Goku’s fist curved upward toward Vegeta’s stomach, aiming to strike his stomach powerfully enough to make even seasoned fighters spit up blood.”[/li]Roleplaying in Battle
Before dice, systems, mechanics, techniques… there is roleplay. Often times, we get so excited about how effective our characters’ builds might be in battle that we can gloss over the finer points of the roleplay involved- but it’s important to always remember that we are a roleplaying community first and foremost! Writing your roleplay in battle should always come first in importance, making sure that every action is in character and follows what your character would do. When writing your character’s role play in battle, there’s a small handful of key points that we everyone to keep in mind:
- When writing a battle post, the RP section of your post must still hit at least 150 words to qualify for rewards, including being counted for your post total for a thread’s final rewards. You also should include this many words just to give your opponent enough to respond to. Colorfully describe your attacks and your characters' strategies or reactions to being hit. Make each post count! Note: We do not strictly count the words of each post and will eyeball most, but if you are found abusing this leniency or lying to staff for the purposes of increased rewards, there will be repercussions, which can include but are not limited to the loss of all post battle rewards.
[li]It is a defender’s job to describe what kind of roleplay effect an attack hitting them would have on their character. They decide if it causes blood, disables a limb, or just stings a little bit. While you might suggest how it might affect them, as you saw in the example above, it is ultimately up to your opponents to write how they are affected by being struck. Remember, even if you roll higher than your target’s Defense, they might still use some manner of defensive technique to reduce or avoid the attack! So even a high roll does not mean you get to decide![/li]
[li]While you are free to describe your character’s injuries as you see fit, keep in mind that your character is not considered grievously wounded or incapacitated until their HP has reached 0. This doesn’t mean that you should avoid writing your character receiving damage: be sure to describe their pain, their wounds, and maybe even how they might scheme to avoid getting hit that way again.[/li]
[li]Never roleplay an attack from another PC as hitting you and doing nothing. All PCs are strong enough to deal damage to each other even with their weakest attack. If an attack fails to beat your Defense, that does not give you the ability to describe your character as though they stood through it and took no harm. Describe dodging, blocking, or redirecting the attack: including what effects it might have on the battlefield! Nobody wants to RP with a character who seems immune to damage just because their dice rolls were unlucky… giving a little can go a long way toward improving your own enjoyment of battle RP as well as the enjoyment of others![/li]
[li]Now, the biggest thing to keep in mind on Dragon Ball: Broken Destiny is that we are very lenient with how you roleplay your character’s techniques, traits, and items. With the exception of Artifacts, you can RP any item in whatever style You'd like. You can say your "Kai Robes" are actually high tech armor, your "Senzu Bean Extract" is your momma's loving kiss, or your "Katchin Sword" is actually your pair of trusty custom boxing gloves instead! The possibilities are endless! You only need to be sure that your altered RP of a certain thing is along the same line of thinking as the original effect. For instance, you may RP “Deflect” as if you were cutting someone’s energy attack in half with a sword, but you may not RP “Deflect” as though you teleported out of the way! Similarly, you cannot RP a gun item shooting projectiles as a sword you slice with.[/li][/ul]
Beyond all of that, it’s very important to remember that it can be frustrating to not be able to respond to your character’s battles because an opponent has not posted. Because of this, there is a 72 hour time limit between your opponent’s last post and your own. If you are unable to post within 72 hours of your opponent’s last post, your opponent can seek an automatic forfeit (although they are not required to if they are okay with waiting). We understand that sometimes life happens and you are unable to post for a few days, so we just need you to make a post in the Coming & Going section to let everyone know. Staff will be lenient with you in this regard, but if you will be absent for longer than a week, your opponent(s) may be defaulted the win to that particular battle. Staff will work with you in these cases to determine what happens to your character upon their “loss”.
Starting a Battle
When starting a battle, each participant will make at least one (1) post without battle information known as their Introductory Post. Inside this post, your character will be introduced to the battle. They may just be arriving, or are waiting for an enemy, or are responding to a sudden ambush in their thread. By the end of this post, your character should be aware a battle is happening and be ready to fight. However you get to that point is up to you.
In this Introductory Post, you need to make sure that you do several things.
- List all of your Skills and Stats for your opponent to see. This should include your: Fighting, Energy Control, Reflexes, Resilience, HP, KI, Melee Accuracy, Ranged Energy Accuracy, Defense, Damage Modifier, and DR.
- List any equipment, traits, or class features that alter your Skills/Stats, your Starting Roll, or your available actions in your first turn of battle. Anything that does not affect these does not need to be shared at the start of battle. Your opponent doesn't have to know if you are wearing Training Gear, or even equipped with a Katchin Sword, for instance, since it doesn't affect anything until you activate it.
- Roll 1d100. You can do this by typing "roll=1d100" surrounded by the BB Code brackets [ ]. This 1d100 is called your Starting Roll, and will determine who goes first in battle.
Turn Order and the First Turn
After all introductory posts have been made, the player that had the highest Starting Roll may take the first turn; The player with the first turn may choose to give it to the next highest roller, if you would like. After this, post order is determined by descending from the highest roll. After the last person in the post order has made their post, it returns to the first poster.
For example, if Goku, Vegeta, and Nappa entered combat and their rolls were: Goku- 70, Vegeta- 72, Nappa- 16… then the post order would be Vegeta first, then Goku, and finally Nappa. After Nappa takes his turn, it would be Vegeta’s turn again.
However, Vegeta could choose not to take the first turn in battle. If he does, Goku, having the next highest roll, would take the first turn instead.
Every player's first turn in a battle is unique in that you may not perform any techniques that target your opponent(s). This is a turn in which you are able to use any Utility/Defensive Techniques, Items, Traits, Transformations, etc, to prepare for the coming battle. The only exceptions to this rule are: If you have an item or ability that states otherwise or you were attacked before your first turn. If an enemy has legally attacked you before your first turn, you have no restrictions on your actions that turn.
Statistics, Stacks, and Tracking
Every post in battle should update you and your opponent on a few key details. You can include these at the top or the bottom of your post, or even scattered about in different places, depending on your own personal style, but each post must include:
- All of Your Statistics: Power Level, HP, Temporary HP, Ki, Melee Accuracy, Ranged Accuracy, Defense, Damage Modifier, Ki Cost Modifier, and DR.
- All the damage you received as a result of attacks hitting you this turn. Be sure to include which enemies hurt you (for the sake of DR).
- Any positive or negative effects currently affecting you, and how long they will last.
- Any Techniques, Items, Traits, Class Features, or other abilities that you activated or took advantage of this turn.
- Anything that has a usage limit should have its uses clearly indicated. If anything has reached its use limit, indicate that as well.
In addition to the above info, some effects may grant you “Stacks” of certain things. You need to be sure to accurately and clearly state how many “Stacks” of a particular effect that you have during each of your battle posts. As an example, if you had 3 “Momentum” stacks granted by the Skill Trait “Momentum”, you would need to include that during your post!
This is a lot of information to remember at first, but as you establish your own signature style, you'll being to do a lot of these naturally anyways. Sharing this information not only keeps your opponent in the loop so they know all your moves are legal, it also reminds you so that you don't use an illegal move or try to do too many things in a single post.
Actions
During your turn, you are allowed 1 Bonus Action and 2 Standard Actions by default. You may also use any At-Will actions where-ever you would like during your turn, if you have any. You must include what each Action is being used for in your battle posts; if nothing is being done with an action, you may instead write “--”, “N/A”, "None", or whatever you see fit to indicate that you have not done anything with that action, but you need to make sure you mention all of your available actions, so there is no confusion about whether or not you "forgot" to do something. Below, you will find the descriptions of each Action type.
- STANDARD ACTION: By default, you get 2 Standard Actions during your turn. These actions are most commonly used for Techniques that attack your opponent, such as Special Techniques or Basic Techniques like “Strike”, “Grapple”, and “Energy Blast.” You may always convert any unused "Standard Actions" into "Bonus Actions" at any time.
- BONUS ACTION: You get 1 Bonus Action by default during your turn. Bonus Actions are typically used for Utility Techniques, Items, and Basic Techniques such as “Dragon Dash”, “Focus Energy”, and “Power Up”. You may not sacrifice Bonus Actions to gain additional Standard Actions.
- AT-WILL ACTION: You have no limit to the number of At-Will actions you may take during a turn, but you may only use 1 of each specific At-Will action during each turn unless an effect specifically states otherwise.
- “REACTIVE” ACTIONS: This is a special classification of action types seen above. When an action is listed as a “Reactive” action, it means that its effects take place before anything else during your turn- even before you would be hit by an opponent’s actions! As an example: Your opponent’s Strike has an attack roll of 90 and your Defense value is only 80. You use the Rapid Movement technique to increase your Defense by +25, meaning that your Defense would then be 105. Your opponent’s Strike roll no longer beats your Defense, and you would avoid being hit!
Actions make up the bread and butter of your posts in battle, so be sure you check which types of actions are required by your various abilities before using them!
Rolling Dice in Battle
Often times in battle, you will need to roll dice. This happens anytime you try to attack an opponent, or anytime you try to inflict a status, or whenever you roll to see which player goes first. There may be even more reasons to roll a dice! Anytime you need to roll a dice, simply type the following into your post, and a dice will be rolled:
roll="1d100" inside BBCode Brackets []
This will roll 1 singular dice with 100 sides and put the result in your post.
The following will produce a random dice roll. If you wish to add your modifiers into the dice roll, you can do so by simply adding them after 1d100, like so:
roll="1d100+25" inside of BBCode Brackets []
This will roll a d100, add 25 to it, and put the result into your post.
It is highly important that you do not edit the dice roll after you make it. You can edit the post all you like. You can edit the spacing around the dice and all the text of your post. But do not erase or edit the roll=1d100 code, as that will break the dice roll. Sometimes it will stop displaying. Sometimes it will roll a new dice altogether. The important thing here is: Editing your dice roll is considered cheating. Repeatedly causing your dice to re-roll or break, often aiming to get a more favorable roll, is punishable by consequences including but not limited to: immediate loss of the battle, loss of all post battle rewards, forfeit of any bounties collected, board suspension, and banning from the forum. So don't do it!
If you find yourself in a position where you typed the wrong number for your Bonus (too much or too little) or forgot to add it in when you rolled, simply edit your post afterward and put a note under your die roll with a "EDIT: I forgot to add my Class Accuracy Bonus. This 17 should get +5 and be a 22".
Example Battle Post
This is what an example Battle Post might look like:
Johnny Trucker had not expected the fight to begin so quickly, yet here he was. It was time to get rooting, and tooting and boot scootin’. Already his opponent had thrown out a punch and Johnny had gotten out of the way just by the edge of a hair’s width. Now the long haul trucker charged forward at his opponent, balling up his fist and preparing a good old fashioned punch. At least, that’s what it looked like he was going to do at first, because when Johnny finished the muscular trucker dropped to the ground with an example of the splits. As the blonde haired ponytail of the trucker touched the ground for a second, he slapped his hands against the ground and threw himself up, trying for two upper cuts into the torso or jaw. Jimbob the Motorcyclist was never going to smile the same way again if Johnny had his way. “You brought this on yourself! This is my bar! My turf!”
((We won’t actually be using the roll code here though I just gave it, but ultimately the first strike is a 36, and his opponent has a 5 reflexes for a total of 45 defense, so it misses. The second one is a 112, and over the threshold of his opponent’s defense. So it hits. He is using the technique ‘strike’ twice, and one hit so he rolls yet again, this time a 1d8. Dice Roll: 1d8: 6 = 6 with a whopping 5, he does 5 damage before any modifiers. With a 25 strength and his opponent not having a 20 or above resilience, Johnny does 6 damage this time. That was one whopping hit! Of course, Jimbob the Motorcyclist might have some fancy moves up his sleeve. He might be able Rapid Movement or one of another number of defensive maneuvers to get away from Johnny’s strikes.))
Johnny Trucker - PL 1000 -
HP - 70/70 (0/0 Temp)
Ki - 100
Accuracy - 1d100+25 (Fighting) / 1d100+10 (Energy Control)
Defense - 50
Damage Modifier - +1
Ki Cost Modifier - -0
DR - -1 to Incoming Damage.
Ongoing Effects: N/A
Damage Taken: N/A
Johnny takes no Bonus Actions this Turn.
Johnny takes no At Will Actions this Turn.
- Standard Action 1: "Strike" Basic Technique
Strike 1 Dice Roll: 1d100+25: 11+25 = 36
Strike 1 Damage: Dice Roll: 1d8+1: 7+1 = 8 - Standrd Action 2: "Strike" Basic Technique
Strike 2 Dice Roll: 1d100+25: 87+25 = 112
Strike 2 Damage: Dice Roll: 1d8+1: 5+1 = 6
((We won’t actually be using the roll code here though I just gave it, but ultimately the first strike is a 36, and his opponent has a 5 reflexes for a total of 45 defense, so it misses. The second one is a 112, and over the threshold of his opponent’s defense. So it hits. He is using the technique ‘strike’ twice, and one hit so he rolls yet again, this time a 1d8. Dice Roll: 1d8: 6 = 6 with a whopping 5, he does 5 damage before any modifiers. With a 25 strength and his opponent not having a 20 or above resilience, Johnny does 6 damage this time. That was one whopping hit! Of course, Jimbob the Motorcyclist might have some fancy moves up his sleeve. He might be able Rapid Movement or one of another number of defensive maneuvers to get away from Johnny’s strikes.))
Johnny Trucker - PL 1000 -
HP - 70/70 (0/0 Temp)
Ki - 100
Accuracy - 1d100+25 (Fighting) / 1d100+10 (Energy Control)
Defense - 50
Damage Modifier - +1
Ki Cost Modifier - -0
DR - -1 to Incoming Damage.
Ongoing Effects: N/A
Damage Taken: N/A
Johnny takes no Bonus Actions this Turn.
Johnny takes no At Will Actions this Turn.