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~Attacking and Defending~

As I stated, Hit Charts do not exist in this forum. The way Rhydin has it is in a form of a chart that when a person rolls, the number you get,you'd have to look in a chat in order for you to get the damage #. Also rhydin has a program that automatically sums the amount of damage taken. Well in this forum, what you roll its what you get, but in order for it to inflict damage,the opponent you are striking can have a chance to dodge as well,if the opponents Total number is higher than the attacker's,then the attacker misses the attack. Therefore the turn then goes to the opponent. If the opponent doesn't get a higher total # than the attacker's, then whatever the number the opponent's rolled gets to subtract the total damage roll that the attacker's roll inflicted. Sounds very complicated...but it isn't. Also for those interracial battles..like Human vs Other races, you must cut your dice to theirs...example: Human(1d?) other Races(2d?),therefore the other race must move down to a 1d? to fight.COMPRENDE PEEPS?...lol.. yeah yeah...I'm corny...so what, atleast i'm trying..lol

~Physical Offense & Defense~

Example 1: Attacker: ::charges to the opponent and kicks him/her in the gut::

OH: Attacker rolled 1d10: 8

Opponnent: ::tries to block the kick with his/her arm::

OH: Opponent rolled 1d10: 10

Proctor:~opponent blocks the attacker's attack.~

Example 2:Attacker: ::grabs the opponent and flips him/her onto a table::

OH: Attacker rolled 1d10: 10

Opponent: ::tries to get away from his/her grasp::

OH: Opponent rolled 1d10: 7

Proctor:~Total Damage-3~

Proctor:~opponent fails to get away and gets flipped on the table.~

Opponent: ::Crashes on top of the table but barely felt anything and laughs::

Proctor: (displays the Score)

Now here's what seperates good RPers from the bad ones. Everyone and ANY character,must take a hit and feel pain in someways,so to prevent any type of unfair way that the ooc gets frustrated when the other person thinks he/she is invinsible when they hit them hard, I will set up a type of guide called the CPF(Character Pain Factor),so that all,even myself,could follow.

If the Characters total damage is lower than 5 then he/she has the right to just brag and look to the other opponent and just taunt them,but that doesn't mean for them to piss anybody off in anyway.

If the character's total damage is higher than 5 and less then 10,then these are the possible factors; ::winces::,::holds his side,arm..etc::,::blood trickles from..etc::

If the character's total damage is over 10 then these are the factors; ::is severely wounded in...etc::,::bleeds heavily::,::is dazed::.

~Magical Offense & Defense~

Now attacking and defending magic will be a little different but similar to attacking and defending physically.

Example 1: Mage1: ::looks to the attacker and casts forth magic missiles and flings them to his/her direction::

Mage1: ::Casts Lvl 1 Magic Missiles/Success on 5/Target~Attacker1::

OH: Mage1 Rolled 1d10: 7

Proctor:~success,roll for damage~

Oh: Mage1 Rolled 1d10: 5

Attacker1: ::tries to dive out of the way::

OH: Attacker1 Rolled 1d10: 9

Proctor: ~Mage Missed his/her Attack~

Attacker1: ::dives out the way and stands ready to attack::

Example 2: Mage1: ::looks to the attacker and casts forth magic missiles and flings them to his/her direction::

Mage1: ::Casts Lvl 1 Magic Missiles/Success on 5/Target~Attacker1::

OH: Mage1 Rolled 1d10: 9

Proctor:~success,roll for damage~

Oh: Mage1 Rolled 1d10: 10

Attacker1: ::tries to dive out of the way::

OH: Attacker1 Rolled 1d10: 3

Proctor: ~Success hit,total damage-7~

Attacker1: ::is hit not too hard as he/she is dazed,bleeding through his/her chest::

Proctor:(Displays Score)

Ok now that you've seen regular magic thrown and seen how it inflicts damage and how the other can also dodge it,here's how the mage also can inflict damage with status spells,and how the other can and cannot defend it.

Example 1: Mage1: ::looks to the attacker and casts blindness::

Mage1: ::Casts lvl 2 Blindness/Succcess on 5/Target:Attacker1::

OH: Mage1 Rolled 1d10: 6

Proctor:~Success,Roll for how many rounds,1d4~

OH: Mage1 Rolled 1d4: 2

In this situation the attacker will try and defend by throwing a save throw with the same dice as the proctor stated:

Attacker1: ::tries to dive and roll out the way::

OH: Attacker1 Rolled 1d4: 4

Proctor:~Success in dodge,Mage1 failed to succeed~

Attacker1: ::rolls to his feet::

Example 2: Mage1: ::looks to the attacker and casts blindness::

Mage1: ::Casts lvl 2 Blindness/Success on 5/Target: Attacker1::

OH: Mage1 Rolled 1d10: 9

Proctor:~Success,Roll for how many rounds,1d4~

OH: Mage1 Rolled 1d4: 4

Attacker1 ::tries to dive and roll out of the way::

OH: Attacker1 Rolled 1d4: 1

Proctor:~Success hit,Attacker1 is blind for 3 rounds and cannot attack~

Attacker1: ::falls on his knees clutching his own eyes trying to see::

Proctor~(Displays Score)

Now, we all know that you can cure any status with a type of relic or a spell casted upon the ally by a priest.

Also the only way the mage gets to loose his/her turn is when he/she misses the success roll for casting the spell.

~Assassination Attempt Explainations~

Assassins are one of the most important people in any guild,They are your shadowed warriors of stealth at night or day depending how good they are. In this catergory,I will explain how to AA in this forum's style. You may use this style in this forum..and outside this forum when approved by the Forum Leader.

Example: Assassin1: ::steps out from the shadows and immediately spots his assigned target::

Assassin1: ::He/she immediately engages his/her attempt and moves to the target and unsheathes his/her dagger::

Assassin1: Assassin1/Forum SOF,Guild WoS Assassin,1d6 Success on 3/engaging AA on target:Opponent1

OH: Assassin1 Rolled 1d6: 5

Assassin1: ~Success Roll,Target:Opponent1 Eliminated,mission complete~

Assassin1: ::he/she then unsheathes his/her dagger and then escapes to the shadows::

Now,once the assassin gets a success on the roll,the target doesn't get a chance to even react,once a success then the character target is dead and MUST remove his/her character,failing to do so will automatically remove you out of the forum.

Now its different if the assassin fails the roll,here's an example;

Example: Assassin1: ::steps out from the shadows and immediately spots his assigned target::

Assassin1: ::He/she immediately engages his/her attempt and moves to the target and unsheathes his/her dagger::

Assassin1: Assassin1/Forum SOF,Guild WoS Assassin,1d6 Success on 3/engaging AA on target:Opponent1

OH: Assassin1 Rolled 1d6: 2

Assassin1: ~misses the attempt~

Opponent1: ::senses something wrong and looks behind him/her::

OH: Opponnent1 rolled 1d6: 5

Opponnent1: ::spots someone ready to attack him/her and unsheathes his sword::

Assassin1: ::tries to escape into the shadows::

OH: Assassin1 Rolled 1d6: 1

Assassin1: ~fails Attempt~

Opponent1: ::charges to him/her and slashes her::

Now what just happen is that the assassin failed the attempt,therefore once he/she misses the attempt then the target can react,if he/she spots the assassin ,then the assassin gets to roll for a chance to escape. If the assassin fails that too,then the AA will automatically become a DM.If the assassin succeeds the roll for escaping, then he/she escaped. If she fails the AA attempt the first time and the opponent rolls to spot the assassin and doesn't suceed,then the assassin automatically escapes. Now if the AA turned to a DM then if the assassin wins,not only he/she gets the points awarded for the DM, but also get bonus exp. for the AA.If the assassin loses the DM,well...you can figure out what's next...lol. So I advise you assassins get the aa rolls the first time..or you'll be praying!!..lol.

As for the Reg.#, those are Regulation numbers that are given to the assassin or spy so that they belong to the forum and can be identified only by the Forum Leader and Forum Co-Leader. That way the target knows that you aren't moding and are a legit assassin and is attempting in that of the Forum's style.

The Reg.# can run from 0001 to 1000 assassins for each guild. That's just for now,if We expand,then we expand the total number as well. But for assassins and spies, you MUST have the Reg# posted on your character profile at all times.

Now I mentioned Spies. Spies have a simpler, but dangerous at times,Job.

They gather other info from different guilds and return them to the Guild Commander.

Their ways are different from the assassins,instead of killing a target,they only try and find out information from them by disguising themselves as anybody,or hiding and overhearing a party from the opposing guild.All the spy has to do is to gather info from an assigned target.

Here are the Xp rewardings for both possitions.

~AA's~:

200 xp for any level 1-8 character.

500 xp for any level 9-15 character.

1000 xp for any level 16-20 character.

~Spying~:

500 xp for any info given on suspicious character.

1000 xp for anything that is happening big from that suspicious character.(ex:Guild War,Town invasion....etc.)

Mental note for Spies:

Your assigned target has the ability to sense that they are being watched,if they feel they are being watched,then they have the ability to roll a 1d20 success on 10. If they succeed then the spy has the chance to roll the same dice for he/she to escape.

If the spy cannot succeed on the roll then the assign target gets to fight the spy on a DM,so be careful spies...!!

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