Post by GT01 on May 13, 2010 0:23:37 GMT -5
Okay, so so far, this is how combat works.
You make your post describing what actions you are undertaking. Normal melee moves and movement are played as normal descriptive play, but when launching a significant attack of some sort, (ie, like a bull rush, full body tackle, trip attack, what have you), or a Special Attack, at the bottom of your post goes your Attack Rate number.
To generate an attack rate, click on the Attack Rates button on the far right of the post tools sextion (as it stands it has no icon and just says Attack Rates). This will call up a random per cent number between 1 and 100.
Like so......
[attack=358166375893497]
At this point in your post, be sure to add in your requisite Stat number, and any other boosts, usually in the form of +##.
For example, here's the attack rate again, followed by my MechaG's Special Stat.
[attack=103754852454654] +17
The Defending Player then makes a post where they just post a generated Attack Rate, followed by either their Defense Stat or their Agility stat, whichever they prefer. This is known as the Defense Roll.
Following the Defense Roll post, the Defending Player then elaborates upon their response based upon the difference of the two rolls in a second post. That is, a Defending Player first makes a post to generate a number for their Defense Roll, then makes another post following it with their response. This response may also contain an Attack Roll of their own, if they are able to do so.
For example, if Godzilla attacks Mothra and rolls a 65, Mothra needs to counter with a roll of either as close to 65 or higher to mitigate severe damage.
[Admin Note: As of right now, we're trying to get the per cent numbers changed so that they become numbers 1-20. On the following chart, we have amended the numerical outcomes of the per cent scores as such, until we can rewrite the script into what we want it to be.]
Here is the Roll Severity chart:
0%-4%=1 Critical Fail?
5%-9%=2
10%-14%=3
15%-19%=4
20%-24%=5
25%-29%=6
30%-34%=7
35%-39%=8
40%-44%=9
45%-49%=10
50%-54%=11
55%-59%=12
60%-64%=13
65%-69%=14
70%-74%=15
75%-79%=16
80%-84%=17
85%-89%=18
90%-94%=19
95%-99%=20 Critical Success
100%= SUPER CRITICAL
Judging by how high or how low the results are dictates how severe damage and response should be RP'ed. This severity itself is left up to the individual player to deduce as to how it's manifested, but rest assured that we will be checking the numbers to ensure that proper responses are made.
Only one Attack Rates number may be made per post at this time, and thus, a player may only launch such a dramatic attack once per post.
Once a post is made, it may not be edited at all. Changing a post containing an Attack Rate will change the number, and we will be paying very close attention to the date a post is originally made versus the time it was last edited. If they do not match, the offending player will be punished
As it stands this is very much a Beta Test. A lot of details are still being worked on and oddities ironed out. If you guys have any suggestions or input, please feel free to make them known!
You make your post describing what actions you are undertaking. Normal melee moves and movement are played as normal descriptive play, but when launching a significant attack of some sort, (ie, like a bull rush, full body tackle, trip attack, what have you), or a Special Attack, at the bottom of your post goes your Attack Rate number.
To generate an attack rate, click on the Attack Rates button on the far right of the post tools sextion (as it stands it has no icon and just says Attack Rates). This will call up a random per cent number between 1 and 100.
Like so......
[attack=358166375893497]
At this point in your post, be sure to add in your requisite Stat number, and any other boosts, usually in the form of +##.
For example, here's the attack rate again, followed by my MechaG's Special Stat.
[attack=103754852454654] +17
The Defending Player then makes a post where they just post a generated Attack Rate, followed by either their Defense Stat or their Agility stat, whichever they prefer. This is known as the Defense Roll.
Following the Defense Roll post, the Defending Player then elaborates upon their response based upon the difference of the two rolls in a second post. That is, a Defending Player first makes a post to generate a number for their Defense Roll, then makes another post following it with their response. This response may also contain an Attack Roll of their own, if they are able to do so.
For example, if Godzilla attacks Mothra and rolls a 65, Mothra needs to counter with a roll of either as close to 65 or higher to mitigate severe damage.
[Admin Note: As of right now, we're trying to get the per cent numbers changed so that they become numbers 1-20. On the following chart, we have amended the numerical outcomes of the per cent scores as such, until we can rewrite the script into what we want it to be.]
Here is the Roll Severity chart:
0%-4%=1 Critical Fail?
5%-9%=2
10%-14%=3
15%-19%=4
20%-24%=5
25%-29%=6
30%-34%=7
35%-39%=8
40%-44%=9
45%-49%=10
50%-54%=11
55%-59%=12
60%-64%=13
65%-69%=14
70%-74%=15
75%-79%=16
80%-84%=17
85%-89%=18
90%-94%=19
95%-99%=20 Critical Success
100%= SUPER CRITICAL
Judging by how high or how low the results are dictates how severe damage and response should be RP'ed. This severity itself is left up to the individual player to deduce as to how it's manifested, but rest assured that we will be checking the numbers to ensure that proper responses are made.
Only one Attack Rates number may be made per post at this time, and thus, a player may only launch such a dramatic attack once per post.
Once a post is made, it may not be edited at all. Changing a post containing an Attack Rate will change the number, and we will be paying very close attention to the date a post is originally made versus the time it was last edited. If they do not match, the offending player will be punished
As it stands this is very much a Beta Test. A lot of details are still being worked on and oddities ironed out. If you guys have any suggestions or input, please feel free to make them known!