Kings and Queens of Runes - RPG
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A unique RPG, with many different and new ideas based off of more traditional roleplaying games, such as D&D. Start your own adventure in a world where each person has magical abilities and talents, and a strange written language known as Runes are found.
 
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Current King/Queens
  • The North: None
  • The West: None
  • The East: None
  • North-East: None
  • South West: None
  • South East: None


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 Combat Rules

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The First Seer
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Combat Rules Empty
PostSubject: Combat Rules   Combat Rules EmptySat Jun 10, 2017 8:58 pm

The following are the rules, and working of the mechanics of combat. Combat plays a large role in the game, as it did in history.

 
Every thread starts out of combat. When out of combat, stamina and hit points are still considered, but do not matter as much. Your character can take as many actions per post as you wish (though players may also interrupt these), and you don’t have a maximum walking distance per post. Once combat starts, this all changes.
 
Combat can be started by anyone, anywhere, and at any time. For combat to start, a player may either state that combat has started, or make an attack. The following mechanics are to be taken into account when combat starts:
 
The Attack Die:
The attack die is how your character will attack. When making an attack, you simply select the Attack Dice within the Dice Menu (NOTE: This menu can only be accessed if you click “Post Reply” at the bottom of a thread, rather than typing your response in the text box at the bottom of threads.
The Attack Die has 100 sides. Without any effects present, above a 50 means you hit your target, and 50 and below means that you miss (note: this means that if you have 650 precision, you would have to roll less than a 7 to miss). If your attack hits, then damage is dealt.
 
The Dodge Die:
When someone has rolled for an attack on your character, you have two options for retaliation, on top of a counter attack. One of these options is to dodge the incoming attack. The Dodge die has 10 sides. The result of the roll is then subtracted from the attacker’s “Attack” roll. This means, if you have 650 in agility, the most you can subtract from an attack roll is 36. This also means that you can see ahead of time if dodging will give you a change to avoid damage, or not.
 
The Block Die:
The Block die works similarly to the Dodge die. When someone attacks, this is your other option. You cannot both block and dodge; you may choose one or the other. The Block die has 50 sides. The result of the roll is subtracted from the attacker’s roll. As can be seen, this gives you a much better chance to stop incoming damage, as with max agility, you can subtract up to 93 of an attacker’s die roll, essentially guaranteeing that damage is stopped. However, if you are not using a shield to block, your block roll will be reduced by a certain factor, and, shield or not, whatever you are using to block will take the damage for you. This means that by blocking too often, your shield (or weapon used to block) can be damaged and destroyed.
 
Actions:
As soon as combat starts, your character is limited to a certain number of actions per turn. Everyone starts at 2 maximum actions, and by increasing agility can go as high as 6. Turns last roughly 2 seconds, as action and reaction occur very quickly. Almost everything your character does in combat counts as an action. Attacking, blocking, dodging, casting a spell, using a rune, using an item, switching weapons/shields/items, and moving are among the list of actions in combat. This means, if you have less than 150 agility (the point when you gain another action), you can block an incoming attack, and then attack back, and that is your combat turn.
 
Distance:
Out of combat, specific distances aren’t very crucial, but in combat, they are. In combat, it is wise to state how far away you are from the opponent. Units are not so necessary; everyone has access to feet/meter conversions, as they have access to the internet to be playing this game. All weapons, and all attacks will have a maximum range. Some of these may be only a few feet, such as punching with the fist, while some may be hundreds, such as a longbow. Running certain distances also requires different amounts of stamina. Due to each of these, it is suggested that during combat, you state exact distances. It may seem strange, and out of the usual style of writing, but without this, combat become a more vague aspect of the game.
 
Running, Jogging, Walking, & Jumping:
While on the topic of distances, each one of these actions come into play. Unlike the other three, walking takes no stamina. However, everyone walks at the same speed of 4ft/s, meaning in one turn (for two actions), you can move 8 feet. In close quarters, this is more than adequate, but in greater distances, or perhaps in a battle, this may take many turns to reach an opponent.
As mentioned in the attributes section, running speed increases with agility. Without any bonus agility, the base running speed is 20ft/s. This is already 5x as fast as walking, however, it uses a lot of stamina, as humans can’t sprint for long. For each action of sprinting (1 second), 75 stamina is used up. This means if one has 650 stamina, they can sprint for almost 3 minutes.
Jogging uses a lot less stamina. In longer battles, you might want to save sprinting for when it is needed. Each action of jogging only uses 2 stamina (if you do the math, this will be unrealistic, for at 650 stamina, you can only jogg for 2 hours). However, when jogging, you move at ¼ of your sprinting speed (this means you start at 5ft/s).
If there is an obstacle, broken bridge, or gap of some sorts, your character will have to jump, which relies on both strength and agility. Each jump, whether running or standing, takes 50 stamina to perform. Jumping distance is also affected by strength, and for every 72 points put into strength, your character’s jumping distance increases by 1ft (.3meter), everyone starts at 6ft (2 meters). If you are performing a running jump, ½ of your movement speed right before the jump is added to your jumping distance.
 
Weight/Carrying Capacity:
As mentioned in the attributes, every point put into strength increases carrying capacity by 1.25lbs. This capacity includes every item on your character, from books to armor. However, if you carry your absolute maximum, it will be very difficult to move. Movement is affected by weight in 4 categories. Each of these apply to walking, jogging, and running.
If you are carrying less than 25% of your capacity, your movement is unaffected. If you are carrying between 25%-50% of your capacity, your movement speed will be reduced by ¼. If you are carrying between 50%-75%, your movement speed will be reduced by ½. If you are carrying between 75%-100% of your capacity, your movement will be reduced by ¾. If you are carrying over 100% at any time, you will be unable to move.
 
Death:
If you kill a character, player, or monster, it’s items and weapons don’t magically disappear. This means that if you kill a bandit that has a better sword than you do, you can take it for your own. You can also choose to skin a wolf, or animal, (rather than bringing the whole body), but this will require a certain amount of precision and memory (more in Items rules).
However, this also goes the other way around; if you die, not only is your character lost, but your killer can take whatever you had on your character.

If you do die, don’t be discouraged, starting anew is always a good experience. It is also possible (though very rare) to be revived from death, and the most experienced healers may have a chance to do this, or perhaps a miracle will occur, but do not count on these. If you are injured to the point of death, you are most likely dead for good.
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