Post by ShadowTheBuu on Oct 16, 2017 19:28:07 GMT -5
-Hyrules Adventures Battle-
There a few different stages to a battle- initialization, turn order, and victory/defeat. I will also cover in this page what actions you can take during your turn and out of your turn.
-Figuring the initiative-
When you are first starting battle, initiative will be asked for. For figuring out initiative, take a single d10 and roll it! The highest number goes first, while the lowest goes last. In the case of a tie, the two who tie will either roll again to see who goes before the other, or one player can chose to concede meaning they go after the person they concede to.
Example Jake rolls an 8, but Mary also rolled an 8. Jake and Mary do not want to concede to one another, so they roll a single die. Mary gets a 4 and Jake gets a 1. Mary goes before Jake.
-Actions of combat-
Once it is your turn, you can do one of 5 things- healing, attacking, moving, talking, or retreating. Here's what each of these actions do!
Attacking- You can attack a target in whatever means that are accessible to you! Be it with magic, weapons, or bare handed, you can attack one opponent, or multiple opponents depending on if you use a spell/maneuver that targets multiple opponents. Attacking takes up your action.
Healing- Healing restores HP, and can be done to any target- yourself, your ally, or even an opponent if you so chose to. When healing yourself, it takes your action as you are focusing on yourself rather than outside situations. Healing others is a free action, be it with an ability, spell or item.
Moving- You are able to move up to your strength number in inches (5 feet in game). You are able to attack after moving, or attack enemies if you have an maneuver that allows you to do so while moving.
However, you can use your action and forego any other actions such as healing yourself or your team mates, or attacking a target to move double the speed and avoid attacks from enemies who would try to take attacks of opportunity on you while you tree to flee.
Talking- You hardly have time to talk during battle, which means you are only allowed 5 words for free. If you wish to use more than 5 words however, it takes your action, even if it's just 6 words. However, using your action allows you up to 10 seconds of speaking to whoever you are trying to speak to.
Retreating- If all else fails, drop what you are doing and run for the hills! When trying to retreat, you must make sure you have a clear path (or suffer getting hit with free attacks- covered later). When retreating, you roll your physical stat worth in dice for simply running, or mental when you try do do such things as teleporting away. If the opponent decides to, they can either let you go, or roll a physical stat to see if they can stop you before can escape. If the retreating has more successes, they escape. If the one who is attacking has more, the escape fails and you are stuck there until either someone tries to teleport with you, or your turn comes up again.
Holding an action- If you want, you may hold an action in case there is something you wish to do such as heal a person who goes down or attack a target that is not in line of sight when they come in your line of sight. When you hold an action, say what you want to do and what triggers it. If the action is triggered, roll the dice like you would when it is normally your turn.
(Example- Jerry saw an opponent run behind cover with only one way out, but Jerry can not move to the place or get a beat on the opponent at the current time. He declares "I hold an attack for the target when he steps in to view". The enemy steps out in to Jerry's line of sight. Jerry then uses his rolls 5 d10 dice for an attack with his bow)
-Outside of your turn-
When it is not your turn, and you did not take your free action, you may do a few things.
attack of opportunity- This only works for melee ranged attacks (5-10 feet). When an opponent runs by you without using a dash action however, you are allowed one free attack as long as it is within 10 feet of your character. However, this can only be done with melee weapons, or attack spells that go no further than 10 feet. When taking an attack of opportunity, you roll your attack that like you would during your turn. You are only allowed one attack of opportunity per round.
Dodging/Soaking damage- If you are being attacked, you may either dodge or brace for the attack coming at you. If you are trying to dodge, you MUST beat the opponents accuracy roll or you do get hit and take full damage. When bracing, you are preparing to take the hit and can roll your dice during the opponent's damage roll to try and negate as much damage as you can. You are able to negate up to all but 1 HP worth of damage, as you are still taking the hit and hence still taking some amount of harmful force to your armor or body.
Also important to note- if you are trying to defend yourself from magic, it goes by mental dice for soaking while you use physical dice to soak physical damage from melee or physical long ranged attacks like from a rock or an arrow.
One more thing- you MAY NOT use dodging and soaking both in the same action
-Figuring the victor-
To win battle, you must either reduce all opponents down to at least 1 HP or have them surrender.
In the case of dropping down to 1 hp, any opponent who reaches 1 HP is incapacitated if not downright knocked out. If the opponent however has an ability for making a last stand, the person can continue fighting until they reach 0 HP which will basically kill them. If you are trying to 1 hit an opponent to death though, you must deal enough damage that not only takes them down to 0, but does damage below 0 equal to their HP in that 1 hit.
(Example- A chuchu has only 16 HP, Drake hits the chuchu for 33 damage at the least. The chuchu is instantly killed).
When surrendering, all participants on the surrendering side must agree to it to end the fight. Those who surrender are brought to a conscious 1 HP status, where the opponent can decide whether or not to kill the surrendering members. If all party members surrender on the one side, and the opponent decides to spare them, they still get the EXP that they would for killing the opponent, and can take whatever they want from the prisoner.
There a few different stages to a battle- initialization, turn order, and victory/defeat. I will also cover in this page what actions you can take during your turn and out of your turn.
-Figuring the initiative-
When you are first starting battle, initiative will be asked for. For figuring out initiative, take a single d10 and roll it! The highest number goes first, while the lowest goes last. In the case of a tie, the two who tie will either roll again to see who goes before the other, or one player can chose to concede meaning they go after the person they concede to.
Example Jake rolls an 8, but Mary also rolled an 8. Jake and Mary do not want to concede to one another, so they roll a single die. Mary gets a 4 and Jake gets a 1. Mary goes before Jake.
-Actions of combat-
Once it is your turn, you can do one of 5 things- healing, attacking, moving, talking, or retreating. Here's what each of these actions do!
Attacking- You can attack a target in whatever means that are accessible to you! Be it with magic, weapons, or bare handed, you can attack one opponent, or multiple opponents depending on if you use a spell/maneuver that targets multiple opponents. Attacking takes up your action.
Healing- Healing restores HP, and can be done to any target- yourself, your ally, or even an opponent if you so chose to. When healing yourself, it takes your action as you are focusing on yourself rather than outside situations. Healing others is a free action, be it with an ability, spell or item.
Moving- You are able to move up to your strength number in inches (5 feet in game). You are able to attack after moving, or attack enemies if you have an maneuver that allows you to do so while moving.
However, you can use your action and forego any other actions such as healing yourself or your team mates, or attacking a target to move double the speed and avoid attacks from enemies who would try to take attacks of opportunity on you while you tree to flee.
Talking- You hardly have time to talk during battle, which means you are only allowed 5 words for free. If you wish to use more than 5 words however, it takes your action, even if it's just 6 words. However, using your action allows you up to 10 seconds of speaking to whoever you are trying to speak to.
Retreating- If all else fails, drop what you are doing and run for the hills! When trying to retreat, you must make sure you have a clear path (or suffer getting hit with free attacks- covered later). When retreating, you roll your physical stat worth in dice for simply running, or mental when you try do do such things as teleporting away. If the opponent decides to, they can either let you go, or roll a physical stat to see if they can stop you before can escape. If the retreating has more successes, they escape. If the one who is attacking has more, the escape fails and you are stuck there until either someone tries to teleport with you, or your turn comes up again.
Holding an action- If you want, you may hold an action in case there is something you wish to do such as heal a person who goes down or attack a target that is not in line of sight when they come in your line of sight. When you hold an action, say what you want to do and what triggers it. If the action is triggered, roll the dice like you would when it is normally your turn.
(Example- Jerry saw an opponent run behind cover with only one way out, but Jerry can not move to the place or get a beat on the opponent at the current time. He declares "I hold an attack for the target when he steps in to view". The enemy steps out in to Jerry's line of sight. Jerry then uses his rolls 5 d10 dice for an attack with his bow)
-Outside of your turn-
When it is not your turn, and you did not take your free action, you may do a few things.
attack of opportunity- This only works for melee ranged attacks (5-10 feet). When an opponent runs by you without using a dash action however, you are allowed one free attack as long as it is within 10 feet of your character. However, this can only be done with melee weapons, or attack spells that go no further than 10 feet. When taking an attack of opportunity, you roll your attack that like you would during your turn. You are only allowed one attack of opportunity per round.
Dodging/Soaking damage- If you are being attacked, you may either dodge or brace for the attack coming at you. If you are trying to dodge, you MUST beat the opponents accuracy roll or you do get hit and take full damage. When bracing, you are preparing to take the hit and can roll your dice during the opponent's damage roll to try and negate as much damage as you can. You are able to negate up to all but 1 HP worth of damage, as you are still taking the hit and hence still taking some amount of harmful force to your armor or body.
Also important to note- if you are trying to defend yourself from magic, it goes by mental dice for soaking while you use physical dice to soak physical damage from melee or physical long ranged attacks like from a rock or an arrow.
One more thing- you MAY NOT use dodging and soaking both in the same action
-Figuring the victor-
To win battle, you must either reduce all opponents down to at least 1 HP or have them surrender.
In the case of dropping down to 1 hp, any opponent who reaches 1 HP is incapacitated if not downright knocked out. If the opponent however has an ability for making a last stand, the person can continue fighting until they reach 0 HP which will basically kill them. If you are trying to 1 hit an opponent to death though, you must deal enough damage that not only takes them down to 0, but does damage below 0 equal to their HP in that 1 hit.
(Example- A chuchu has only 16 HP, Drake hits the chuchu for 33 damage at the least. The chuchu is instantly killed).
When surrendering, all participants on the surrendering side must agree to it to end the fight. Those who surrender are brought to a conscious 1 HP status, where the opponent can decide whether or not to kill the surrendering members. If all party members surrender on the one side, and the opponent decides to spare them, they still get the EXP that they would for killing the opponent, and can take whatever they want from the prisoner.