Post by Satanick on Apr 8, 2015 20:53:35 GMT
General Rules
This will be a brief overview of all combat on the site. About 90% of all combat will likely be between entirely played out in single posts by the player. In the case of explorables where characters are in groups, you and your other group-mates may decide how to divide the combat. In other words, who fights what for the battle, if you're sitting back and healing, or if your character is actually incapable of doing anything remotely useful.
Though, some special cases of modded battles can exist where single turns are done on each post. All Full Moon Bosses and Area Bosses are examples of these. In modded battles like these, players are allowed to use one move per post. Basically, it works like a normal battle in one of the games. And naturally, if two persona users were to get into a fight with each other, they would follow the same rules as a modded battle.
Hitting an opponent's weakness will not knock them down. Rather, it will simply do extra damage like normal. Otherwise, 1v1s would get pretty cheap.
Exhaustion and SP
In the Persona games, physical skills took health to use while magic used SP. In this RP, all skills will use SP for simplicity. Similar to how the player will simply judge how much of a beating their character can take, they will be in charge of how many skills they can use. Given that persona attacks have proven to be mentally exhausting on the user, characters will not simply be able to spam Megidolaon or Mediarahan without running out of juice. This shouldn't prove to be too hard given most battles won't last that long. But for back to back battles, it is something to keep in mind.
Dark and Light Skills
For simplicity's sake, light and dark attacks (Hama/Mudo) will act like normal elemental attacks. As in, rather than a chance of instant death, they will simply deal damage to the target normally.
Multi-Target Skills
In the Persona games, multi-hit skills whether they be buffs, debuffs, or heals, are described as hitting 'all targets.' However, here we will all be limiting this to 5 targets per cast. This doesn't do anything in most situations, but they make Full Moon Bosses a bit more challenging. This is mostly so one person isn't able to account for the healing of 20 different characters by themselves. As such, multi-hit skills are all limited to 5 targets. Each of these skills are noted as such in the Skill Shop as well for clarity.
Status Rules
This is how status inflictions play out if they hit. To determine if they hit, simply roll the appropriate die for each chance. (Ie, 2-side for 50% chance, 4-sided for 25% chance, etc.)
If inflicted:
Poison - Deals a portion of damage every turn for 3 turns.
Rage - Weapon attacks deal 50% more damage, but you take double damage overall for 3 turns.
Sleep - Unable to do anything until attacked or 3 turns have passed.
Charm - 50% chance to heal a random enemy or attack a random ally for 5 turns.
Fear - 50% chance to not attack for 3 turns, 10% more likely to receive a critical hit from physical attacks.
Confusion - 50% chance to hit yourself each turn for 3 turns.
Exhaustion - Tires you out, draining some of your SP each turn for 3 turns.
Silence - Disables active skills for 3 turns.
Stat Enhancing Skills
Moves like Tarukaja, Rakunda, Heat Riser and all other stat modifying moves do not stack here.
Sukukaja for the sake of the RP gives a person a 25% chance to dodge attacks and a +10% critical hit chance.
Sukunda does the opposite, causing 25% of your attacks to miss, and decreasing your critical hit chance by 10%.
Tarukaja and Rakukaja increase attack by 20% and decrease damage taken by 20% respectively.
Tarunda and Rakunda decreases attack by 20% and increases damage taken by 20% respectively.
For info on how armor stacks with defensive buffs, check the F.A.Q.
It should also be noted that if a buff is used on someone who is currently debuffed, the two simply cancel out. The opposite is also true. For example, Rakukaja cancels out Rakunda and vice versa.
You will roll for buffs or debuffs you are under the effect of.
Examples: I have Sukukaja on me. If you attack me, I will roll a 4-sided die (25% chance), with the 1 being the effect. The effect in this case would be me dodging.
Someone used Sukunda on you. If you attack me, you will roll a 4-sided die (25% chance), with 1 being the effect.
The reverse is also true.
Critical Hits
By default, everyone has a 0% chance of dealing a critical hit. Chance to crit is obtained from various skills like Revolution and Apt Pupil. These effects can stack with other crit boosting effects for a higher crit chance.
Simply roll for critical hits when necessary.
Sharp Student halves the chance of a critical hit. Simply halve the chance of a crit landing when rolling to hit an opponent with Sharp Student.
Critical hits deal 1.5x normal damage.
Blocking Attacks
In modded battles, characters may use their turn to defend another player from harm for one turn. In doing so, any attacks the defended player receives will be directed to the one defending. In addition, the one defending can't dodge the attacks redirected at them. Any attacks originally aimed at the defender can still be dodged like normal. This is best utilized on characters that may be knocked out by an incoming attack.
It should be noted that you may only preemptively protect a player from harm. In other words, a character defending another character can only protect them from damage during the next turn. This may be used in any combat situation.
This will be a brief overview of all combat on the site. About 90% of all combat will likely be between entirely played out in single posts by the player. In the case of explorables where characters are in groups, you and your other group-mates may decide how to divide the combat. In other words, who fights what for the battle, if you're sitting back and healing, or if your character is actually incapable of doing anything remotely useful.
Though, some special cases of modded battles can exist where single turns are done on each post. All Full Moon Bosses and Area Bosses are examples of these. In modded battles like these, players are allowed to use one move per post. Basically, it works like a normal battle in one of the games. And naturally, if two persona users were to get into a fight with each other, they would follow the same rules as a modded battle.
Hitting an opponent's weakness will not knock them down. Rather, it will simply do extra damage like normal. Otherwise, 1v1s would get pretty cheap.
Exhaustion and SP
In the Persona games, physical skills took health to use while magic used SP. In this RP, all skills will use SP for simplicity. Similar to how the player will simply judge how much of a beating their character can take, they will be in charge of how many skills they can use. Given that persona attacks have proven to be mentally exhausting on the user, characters will not simply be able to spam Megidolaon or Mediarahan without running out of juice. This shouldn't prove to be too hard given most battles won't last that long. But for back to back battles, it is something to keep in mind.
Dark and Light Skills
For simplicity's sake, light and dark attacks (Hama/Mudo) will act like normal elemental attacks. As in, rather than a chance of instant death, they will simply deal damage to the target normally.
Multi-Target Skills
In the Persona games, multi-hit skills whether they be buffs, debuffs, or heals, are described as hitting 'all targets.' However, here we will all be limiting this to 5 targets per cast. This doesn't do anything in most situations, but they make Full Moon Bosses a bit more challenging. This is mostly so one person isn't able to account for the healing of 20 different characters by themselves. As such, multi-hit skills are all limited to 5 targets. Each of these skills are noted as such in the Skill Shop as well for clarity.
Status Rules
This is how status inflictions play out if they hit. To determine if they hit, simply roll the appropriate die for each chance. (Ie, 2-side for 50% chance, 4-sided for 25% chance, etc.)
If inflicted:
Poison - Deals a portion of damage every turn for 3 turns.
Rage - Weapon attacks deal 50% more damage, but you take double damage overall for 3 turns.
Sleep - Unable to do anything until attacked or 3 turns have passed.
Charm - 50% chance to heal a random enemy or attack a random ally for 5 turns.
Fear - 50% chance to not attack for 3 turns, 10% more likely to receive a critical hit from physical attacks.
Confusion - 50% chance to hit yourself each turn for 3 turns.
Exhaustion - Tires you out, draining some of your SP each turn for 3 turns.
Silence - Disables active skills for 3 turns.
Stat Enhancing Skills
Moves like Tarukaja, Rakunda, Heat Riser and all other stat modifying moves do not stack here.
Sukukaja for the sake of the RP gives a person a 25% chance to dodge attacks and a +10% critical hit chance.
Sukunda does the opposite, causing 25% of your attacks to miss, and decreasing your critical hit chance by 10%.
Tarukaja and Rakukaja increase attack by 20% and decrease damage taken by 20% respectively.
Tarunda and Rakunda decreases attack by 20% and increases damage taken by 20% respectively.
For info on how armor stacks with defensive buffs, check the F.A.Q.
It should also be noted that if a buff is used on someone who is currently debuffed, the two simply cancel out. The opposite is also true. For example, Rakukaja cancels out Rakunda and vice versa.
You will roll for buffs or debuffs you are under the effect of.
Examples: I have Sukukaja on me. If you attack me, I will roll a 4-sided die (25% chance), with the 1 being the effect. The effect in this case would be me dodging.
Someone used Sukunda on you. If you attack me, you will roll a 4-sided die (25% chance), with 1 being the effect.
The reverse is also true.
Critical Hits
By default, everyone has a 0% chance of dealing a critical hit. Chance to crit is obtained from various skills like Revolution and Apt Pupil. These effects can stack with other crit boosting effects for a higher crit chance.
Simply roll for critical hits when necessary.
Sharp Student halves the chance of a critical hit. Simply halve the chance of a crit landing when rolling to hit an opponent with Sharp Student.
Critical hits deal 1.5x normal damage.
Blocking Attacks
In modded battles, characters may use their turn to defend another player from harm for one turn. In doing so, any attacks the defended player receives will be directed to the one defending. In addition, the one defending can't dodge the attacks redirected at them. Any attacks originally aimed at the defender can still be dodged like normal. This is best utilized on characters that may be knocked out by an incoming attack.
It should be noted that you may only preemptively protect a player from harm. In other words, a character defending another character can only protect them from damage during the next turn. This may be used in any combat situation.