Post by Head Librarian on Aug 16, 2014 20:44:25 GMT -6
Welcome to "Turn By Turn Roll Style Combat System" Basics
In this guild I will walk everyone through the new system I've implemented for the Iron Vanguard's RP. If other sects or people wish to adopt this system for their RP that would be fantastic but it will only be mandatory for the Vanguard.
A brief sum up of what this system is basically a way to make the RP we do a bit more random and at the mercy of RNG then just everyone coming up with what happens. This will save people from the god modish issue of ALWAYS being a bad ass and never being hurt, or being the emo victim that is ALWAYS getting hurt. It will also help generate RP with the other sects, for example:
If a member of the Vanguard is majorly injured during a mission, that person would be taken too, or have members of the Life Watch summoned to him to heal him, thus generating RP for the Life Watch.
It started off in my head as a basic rolling system to answer the simple question of did the person make the attack, and if so how bad? But I took it a few steps further to give it a really in depth feel by adding our own 'loot table' when our RP mobs/bosses are killed or other wise defeated, there will be specific TRP2 loot that will drop (basically who ever is scripting the RP will have the loot and when the mob/boss is defeated it will be posted what dropped) each individual piece of TRP2 loot will be rolled on much like when you are in a group and something drops, only instead of need/greed everyone will just do a /roll and the highest roll wins the item.
Loot can be one of several types:
-Gold (this will be given out as a lump sum and will not be equally divided among the group like in a dungeon)
-Our version of vendor "grays" items, this will be TRP2 items that have no purpose other then to look/sound cool. Each piece will also have a gold value and can be turned into Rasmira later on and have the value of item given in actual WoW gold.
-Combat items: I will also be creating potions/flask/other useful items that will ONLY be useable in combat situations. (example, a healing potion that when used returns 10 health points to the users health pool)
-RP starter items, just like in WoW, some times loot may drop that's purpose is to help start other RP. It will have no money value and will say in the description something to push you on (such as "a dark orb, someone in the Blood Guard may be able to find this useful". Who ever wins the item can follow the tip and take it to the Blood Guard and help start another RP.
Actual combat can sound EXTREMLY complicated so I will do what I can to try and explain it in as simple terms as I can, there will also be a short video to help explain it.
Chats:
Most of these RPs will take place in raid chat for several reasons.
I. You have to be in party/raid chat in order to see everyone's rolls.
II. You do not have to worry about an issue of if people are too far apart to see emotes.
III. Less chance to attract trolls/greifers.
People are more then welcome to move around in the game world, based on what's going on in raid chat but being out and about in the world, organized RP is a big risk for trolls so I always prefer to keep things in raid chat so not to draw attention to ourselves and risk the RP being ruined.
Start of Combat:
Combat encounters will start when who ever is running the RP deems the group ready. So when out on the RPs please make sure you pay attention to raid warnings and what is being said. Who ever is running the RP will be emoting/rolling for the mob/boss during the encounter, as well as setting the scene for the RP.
Order:
The order of which everyone takes a turn is determined by your number in the raid. Please look at your raid screen to see where you stand. Your number will be vital to remember, how ever if members drop out of the raid your number WILL change so if someone leaves please take a moment to recheck what number you are.
After an attack the person attacked will make a confirm emote (they will not be attacking merely emoting taking damage). Sometimes people or bosses will be able to combine their confirm emote WITH their attack IF it lands that you were last attacked by a boss and your next to attack.
Health Pool:
Everyone in the RP will start with the same health pool, unless other wise noted by a special RP item crafted (some items may grant the wearer/user additional health).
As a starter all Fallen members will start with 50hp (we can alter the starter health points if we find matches are going to slow, or too fast).
Boss Health
There are three categories of creatures/things we will be fighting:
mob: 50hp
small boss 100hp
med boss: 150hp
major boss: 200hp
Rolls:
Everyone will be using a standard 1d10 roll to determine the fight. ( /roll 10)
Damage:
What ever you roll is the damage (or healing you do, I will touch on if you are going as a healing class later on in the guide). Based on your number it will define what kind of attack you made:
1: back fire, what ever your attack is will fail, and on top of failing will some how manage to backfire and injure you causing 1 point of damage to yourself
2-4 : is a glancing blow, the attack connected but just barely
5-9: is a good solid hit
10: is a critical hit and hits hard
Attack Order:
During the fight everyone will roll first before they emote their attack, this way you don't write a full paragraph about hitting someone only to find out you failed and it back fired.
After everyone does each full attack (the mob, person, and confirmation have been posted) a score will be posted before the next person will be going so PLEASE wait for the score before you make your turn.
The fight will continue turn by turn until either all party members are unconscious (everyone's health pool has dropped to 0) or the mob has been defeated ( mob has been reduced to 0 health pool ).
Boss Attacks:
Now who ever is emoting/attacking for a boss will be doing TWO rolls, the first roll will be a roll of how ever many people are involved in the combat (if we have 3 people involved, it will be a /roll 3 ). This will determine WHO the boss is attacking, that way someone isn't targeting a single person to focus every attack on. The second roll will be /roll 10 to determine damage, and then the boss will do the emote.
Group Healers:
Now healers are very much the same as everything else expect when you are going to be healing (you can duel class IF you want meaning a ret pally can battle and attack and then if a party member gets low you can heal).
At the start of your turn you NEED to make it known you are going to be healing, your roll will no longer determine damage but instead determine the amount of healing that will be done to a target. The only difference is a 1 becomes a miss. After the healing, your turn is over, you do not get a chance to attack and cause damage.
Aftermath Health:
At the end of a battle your health will determine how you need to act/what you need to do.
0: unconscious (this is unavoidable and the person needs to either physically be brought to the Watch, or the Watch to him)
1-10 very badly hurt and mandatory needs to be seen by the Watch
11-20 moderately hurt, you can still get up and function but you really need to see the Watch
21-30 you got roughed up a bit and will be sore and stuff for a few days, and you probably should see the Watch but you'll recover on your own if you choose too
31-40 you are in pain and roughed up, but you'll manage on your own with a bit of rest
41-50 a few minor bumps and injuries but nothing a little relaxing wont cure
Keep in mind this is to help generate RP for the Watch. If you get hurt, RP that you got hurt, no one goes into a battle has the hell beat out of them, and then is perfectly fine the next day with out any healing. This is a great source for RP. You can be healed by the Watch, RP as being injured until it is fixed, as well as have a conversation starter for random RP of telling people the story behind how you got hurt.
A sample encounter (this is just a mock fight to show how it works, very short, very simple)
Tips/Hints:
Avoid mortal/killing blows: These RP battles are NOT meant to kill off our toons (unless someone WANTS to die in which case talk to someone who runs them and something can be arranged, keep in mind if you die in one of these, there is NO coming back. None of this today I hate my toon and want him to be killed, kills toon, 2 weeks later, yeah I had him rezed and I am back! ).
It is also a downer for the RP if your first roll is a 10, and you cut off the mobs's head.
Killing blows can ONLY be made IF your roll brings the mob to or below 0! However keep in mind sometimes it is better to render a target unconscious or subdue them to question them.
Keep chats clean, if we are trying to do this and chit chat floods the screens and may make the score difficult to read or make it difficult for the one running the event to tally the scores. I recommend making a separate chat window that ONLY allows what you need (raid chat, raid warnings, say, emotes, and yells)
During the encounter please keep idol chat OUT of raid chat, and understand if a group is doing an encounter they may not be paying attention to other chats so please refrain from trying to chat with those who are doing encounters.
Be patient and make sure its your turn before you go,. It can be very confusing if several people are trying to go at once.
ASK!!!! If you have a question, or are confused please do not be shy about asking if what you are doing is right, or if you are allowed to do something. It will benefit the RP much more if you ask, as opposed to just trying and end up having to stop the RP because of confusion.
If you have any other questions, comments, concerns or issues with this system PLEASE speak with me, Rasmira, in game.
In this guild I will walk everyone through the new system I've implemented for the Iron Vanguard's RP. If other sects or people wish to adopt this system for their RP that would be fantastic but it will only be mandatory for the Vanguard.
A brief sum up of what this system is basically a way to make the RP we do a bit more random and at the mercy of RNG then just everyone coming up with what happens. This will save people from the god modish issue of ALWAYS being a bad ass and never being hurt, or being the emo victim that is ALWAYS getting hurt. It will also help generate RP with the other sects, for example:
If a member of the Vanguard is majorly injured during a mission, that person would be taken too, or have members of the Life Watch summoned to him to heal him, thus generating RP for the Life Watch.
It started off in my head as a basic rolling system to answer the simple question of did the person make the attack, and if so how bad? But I took it a few steps further to give it a really in depth feel by adding our own 'loot table' when our RP mobs/bosses are killed or other wise defeated, there will be specific TRP2 loot that will drop (basically who ever is scripting the RP will have the loot and when the mob/boss is defeated it will be posted what dropped) each individual piece of TRP2 loot will be rolled on much like when you are in a group and something drops, only instead of need/greed everyone will just do a /roll and the highest roll wins the item.
Loot can be one of several types:
-Gold (this will be given out as a lump sum and will not be equally divided among the group like in a dungeon)
-Our version of vendor "grays" items, this will be TRP2 items that have no purpose other then to look/sound cool. Each piece will also have a gold value and can be turned into Rasmira later on and have the value of item given in actual WoW gold.
-Combat items: I will also be creating potions/flask/other useful items that will ONLY be useable in combat situations. (example, a healing potion that when used returns 10 health points to the users health pool)
-RP starter items, just like in WoW, some times loot may drop that's purpose is to help start other RP. It will have no money value and will say in the description something to push you on (such as "a dark orb, someone in the Blood Guard may be able to find this useful". Who ever wins the item can follow the tip and take it to the Blood Guard and help start another RP.
Actual combat can sound EXTREMLY complicated so I will do what I can to try and explain it in as simple terms as I can, there will also be a short video to help explain it.
Chats:
Most of these RPs will take place in raid chat for several reasons.
I. You have to be in party/raid chat in order to see everyone's rolls.
II. You do not have to worry about an issue of if people are too far apart to see emotes.
III. Less chance to attract trolls/greifers.
People are more then welcome to move around in the game world, based on what's going on in raid chat but being out and about in the world, organized RP is a big risk for trolls so I always prefer to keep things in raid chat so not to draw attention to ourselves and risk the RP being ruined.
Start of Combat:
Combat encounters will start when who ever is running the RP deems the group ready. So when out on the RPs please make sure you pay attention to raid warnings and what is being said. Who ever is running the RP will be emoting/rolling for the mob/boss during the encounter, as well as setting the scene for the RP.
Order:
The order of which everyone takes a turn is determined by your number in the raid. Please look at your raid screen to see where you stand. Your number will be vital to remember, how ever if members drop out of the raid your number WILL change so if someone leaves please take a moment to recheck what number you are.
After an attack the person attacked will make a confirm emote (they will not be attacking merely emoting taking damage). Sometimes people or bosses will be able to combine their confirm emote WITH their attack IF it lands that you were last attacked by a boss and your next to attack.
Health Pool:
Everyone in the RP will start with the same health pool, unless other wise noted by a special RP item crafted (some items may grant the wearer/user additional health).
As a starter all Fallen members will start with 50hp (we can alter the starter health points if we find matches are going to slow, or too fast).
Boss Health
There are three categories of creatures/things we will be fighting:
mob: 50hp
small boss 100hp
med boss: 150hp
major boss: 200hp
Rolls:
Everyone will be using a standard 1d10 roll to determine the fight. ( /roll 10)
Damage:
What ever you roll is the damage (or healing you do, I will touch on if you are going as a healing class later on in the guide). Based on your number it will define what kind of attack you made:
1: back fire, what ever your attack is will fail, and on top of failing will some how manage to backfire and injure you causing 1 point of damage to yourself
2-4 : is a glancing blow, the attack connected but just barely
5-9: is a good solid hit
10: is a critical hit and hits hard
Attack Order:
During the fight everyone will roll first before they emote their attack, this way you don't write a full paragraph about hitting someone only to find out you failed and it back fired.
After everyone does each full attack (the mob, person, and confirmation have been posted) a score will be posted before the next person will be going so PLEASE wait for the score before you make your turn.
The fight will continue turn by turn until either all party members are unconscious (everyone's health pool has dropped to 0) or the mob has been defeated ( mob has been reduced to 0 health pool ).
Boss Attacks:
Now who ever is emoting/attacking for a boss will be doing TWO rolls, the first roll will be a roll of how ever many people are involved in the combat (if we have 3 people involved, it will be a /roll 3 ). This will determine WHO the boss is attacking, that way someone isn't targeting a single person to focus every attack on. The second roll will be /roll 10 to determine damage, and then the boss will do the emote.
Group Healers:
Now healers are very much the same as everything else expect when you are going to be healing (you can duel class IF you want meaning a ret pally can battle and attack and then if a party member gets low you can heal).
At the start of your turn you NEED to make it known you are going to be healing, your roll will no longer determine damage but instead determine the amount of healing that will be done to a target. The only difference is a 1 becomes a miss. After the healing, your turn is over, you do not get a chance to attack and cause damage.
Aftermath Health:
At the end of a battle your health will determine how you need to act/what you need to do.
0: unconscious (this is unavoidable and the person needs to either physically be brought to the Watch, or the Watch to him)
1-10 very badly hurt and mandatory needs to be seen by the Watch
11-20 moderately hurt, you can still get up and function but you really need to see the Watch
21-30 you got roughed up a bit and will be sore and stuff for a few days, and you probably should see the Watch but you'll recover on your own if you choose too
31-40 you are in pain and roughed up, but you'll manage on your own with a bit of rest
41-50 a few minor bumps and injuries but nothing a little relaxing wont cure
Keep in mind this is to help generate RP for the Watch. If you get hurt, RP that you got hurt, no one goes into a battle has the hell beat out of them, and then is perfectly fine the next day with out any healing. This is a great source for RP. You can be healed by the Watch, RP as being injured until it is fixed, as well as have a conversation starter for random RP of telling people the story behind how you got hurt.
A sample encounter (this is just a mock fight to show how it works, very short, very simple)
Tips/Hints:
Avoid mortal/killing blows: These RP battles are NOT meant to kill off our toons (unless someone WANTS to die in which case talk to someone who runs them and something can be arranged, keep in mind if you die in one of these, there is NO coming back. None of this today I hate my toon and want him to be killed, kills toon, 2 weeks later, yeah I had him rezed and I am back! ).
It is also a downer for the RP if your first roll is a 10, and you cut off the mobs's head.
Killing blows can ONLY be made IF your roll brings the mob to or below 0! However keep in mind sometimes it is better to render a target unconscious or subdue them to question them.
Keep chats clean, if we are trying to do this and chit chat floods the screens and may make the score difficult to read or make it difficult for the one running the event to tally the scores. I recommend making a separate chat window that ONLY allows what you need (raid chat, raid warnings, say, emotes, and yells)
During the encounter please keep idol chat OUT of raid chat, and understand if a group is doing an encounter they may not be paying attention to other chats so please refrain from trying to chat with those who are doing encounters.
Be patient and make sure its your turn before you go,. It can be very confusing if several people are trying to go at once.
ASK!!!! If you have a question, or are confused please do not be shy about asking if what you are doing is right, or if you are allowed to do something. It will benefit the RP much more if you ask, as opposed to just trying and end up having to stop the RP because of confusion.
If you have any other questions, comments, concerns or issues with this system PLEASE speak with me, Rasmira, in game.