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 Combat Rules - Part 3/7: Turn Based System

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[Host] Itachi
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[Host] Itachi


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Join date : 2013-01-30
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Combat Rules - Part 3/7: Turn Based System Empty
PostSubject: Combat Rules - Part 3/7: Turn Based System   Combat Rules - Part 3/7: Turn Based System Icon_minitimeWed Jan 30, 2013 8:05 pm

COMBAT RULES - 3 / 7: TURN BASED SYSTEM
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3. INITIATIVE / TURNS / ROUNDS

Initiative, also called [Init], is rolled via DEX (+ Slot Bonus: DEX / Atk / Tai / DC Bonus) at the start of battle to determine order of individuals in combat. Individuals are then placed in [Turn] based order from Highest DEX roll to Lowest DEX Roll.

Turn, Everyone has 1 [Turn] (Order determined through [Init]). Actions for a turn include: Attack Action, Supplementary Action, or Skip Action. Defensive Actions do not take Turn - UNLESS! It is a Defensive action for another or a Counter Atk (See: [Counter] Rules)

Special cases for Turns include:
Spoiler:

Rounds, measures the Duration of a Battle. A [Round] is considered from start of First Person's turn in combat order to end of Last Person's turn. Jutsus that have Duration, have effects applied upon Activation (+ Burst Bonus) & End of User's [Turn] thereafter for each Round that passes. "Burst Bonus" in Dmg / Healing applies ONLY on Activation, not per Round.

Critical hit, or [Crit], is a 1d20 Attack / Counter Roll of 20. On a Critical Hit, Double "Burst" Hp Dmg dealt (IE: Moment of Impact in cases of Damage over Time [DoT]) and is calculated by Rolling Normal Dmg (+ Bonus Dmg if Applicable) then Multiplying it by 2.

Things that Cannot Critically Hit:
Spoiler:

NOTE: Special cases of Crit can lower its 1d20 Range of 20 to 19-20, 18-20, etc.

Counter Attack, or [Counter], is an Attack Action used instead of a Defense Action Vs an Enemy's Attack (Cannot Counter Attack for another Target). Counter Actions will cost its User their Next [Turn]- UNLESS! A [Stack] is used Up, then no Turn is forfeit. A successful Counter Attack will negate the Enemy's Attack, in cases of multiple Targets / Area of Effects. Max. 1 Counter / Round possible.

Types of Counter Attack Actions:
Spoiler:

NOTE: Counter Attacks -MUST- be stated before an Enemy Atk Roll is Made. Please refrain from rolling immediately after Emoting, ask whether target wishes to Counter.

Rerolls, is a rare instance where User & Enemy Attack / Defense Rolls are equal (After Bonus / Penalty application). User and Enemy keep rerolling at no further cost until one recieves a higher Roll over the other. Rerolls after Initial Attack roll -cannot- [Crit].
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Chiyo

Chiyo


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Join date : 2013-01-30

Combat Rules - Part 3/7: Turn Based System Empty
PostSubject: Re: Combat Rules - Part 3/7: Turn Based System   Combat Rules - Part 3/7: Turn Based System Icon_minitimeSun Apr 28, 2013 2:03 pm

Bumpdate!
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Combat Rules - Part 3/7: Turn Based System
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 Similar topics
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» Combat Rules - Part 1/7: HP & CP
» Combat Rules - Part 2/7: Stats / Jutsu
» Combat Rules - Part 4/7: Tools & Skills
» Combat Rules - Part 5/7 Traits List
» Combat Rules - Part 6/7: Character Caps

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