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This is Megaman's World!

Here you will find information concerning battle withing the Megaman World RPG. The battle system is slightly complex but nothing anyone 12+ can't figure out if they've read over this. This site takes into the fact that not every attack a user deals will be perfect. Basically when you shoot someone with a blast sometimes it may only graze them or the buster will malfunction and the damage will be lessened and so forth. To add this variable into the combat system we have incorporated a % variable. See the Combat Dice below for details.

Special Weapons

Only one special weapon may be used in combat.

Critical Strike

A Critical Strike occurs whenever your character rolls the maximum attack roll he can. If he has 1d20 attack dice. Then rolling a 20 would result in a critical strike in which case the attack does twice the damage.

Steps Toward Combat

State- during this step of combat you state your Name, Lvl, Health, and Energy Level.

Pre-Init- during this step of combat you state any items being used. This includes any addons, restoring items, and the special weapon you are using.

Init- during this step of combat everyone states their speed. Higher speed goes first. In case of a tie in speed each person rolls 1d6 to determine who goes first.

Combat- during this step of combat the actualy attacking begins, starting with the fastest person all the way to the slowest.

Types of Combat

Spar-A spar is a friendly match between two members. For this type of battle the winner receives 10xOpponents level in exp and twice that in zenny. The loser receives half of what the winner receives.

Mass Spar-A mass spar is just like a spar but between several people. For this type of battle the winner receives 15xHighest Opponents LevelxNumber of opponents and twice that in zenny. Each loser receives 10xNumber of OpponentsxYour Level in exp and twice that in zenny.

Honor Match-This type of fight can result in the losers death but that is decided before the battle by the participants. In this type of battle the loser loses 10% of his exp and 20% of his zenny. Winner receives both of these.

Death Match-This type of fight is always lethal. In this type of battle the loser loses 25% of his exp and all of his zenny. Winner gains both of these.

I am not going to go into slave matches, they are handled the same as an honor match but the loser becomes the winner's slave.

Combat Dice

Attack/Dodge Dice-These dice are essentially the same dice only difference is in the way you use them. At level one you start out with 1d20 for your attack dice. This dice is increased each level and by certain addons and upgrades to weapons. You roll this dice to see if your attack hits. 11+ is a hit. To be used as defense dice you must have dash boots. In which case the user has a chance to dodge the attack of the opponent completely negating all possible damage. See Dash Boots on the Gear page for further details.

Damage Done-when you roll your attack dice you are also determining the damage done by your attack. Each weapon has a max damage it can do and what percentage of that max damage is done is determined by the attack dice roll.
Here is how that works:
Megaman attacks Protoman with his basic buster cannon (max damage of 10) and rolls his attack dice (1d20) and he rolls a 13. To detemine the damage you multiply 10 by (13/20) or 65% or .65 (all these numbers are the same). So the total damage done is 7 dmg. In which case you then take away any damage blocked by armor. The minimum damage that can be done is 1 dmg even with armor. Round up or down using basic math knowledge. a .4 and lower rounds down... .5 and up rounds up.

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