[Host] Itachi Admin
Posts : 344 Join date : 2013-01-30 Age : 35
| Subject: Combat Rules - Part 3/7: Turn Based System Wed Jan 30, 2013 8:05 pm | |
| COMBAT RULES - 3 / 7: TURN BASED SYSTEM________________________________ 3. INITIATIVE / TURNS / ROUNDSInitiative, 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:
- [Summons / Clones] Each Summon & Clone have their own [Turn] after User. - [Puppets / Possession] User chooses to act via Puppets / Possessed Target -or- User's Normal Action as their [Turn], Not Both. - [Stack] (Limit Use: 1 Vs 1 Battles) Perform a Skip Action, to gain + 1 Extra Action until it is used. Max. 1 Stack held. - [Free-Action] Is usually a Supplementary Action that does not take a [Turn], Limit 1 Free Action / round. 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:
- Cp Dmg - Poisons - DoT (Initial Round Only) - Durations - Healing 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:
Taijutsu / Bukijutsu Vs Taijutsu / Bukijutsu = DEX / STR Vs DEX / STR Taijutsu / Bukijutsu Vs Ninjutsu = DEX / STR Vs WIS
Ninjutsu Vs Ninjutsu = WIS Vs WIS Ninjutsu Vs Taijutsu / Bukijutsu = WIS Vs DEX / STR
Genjutsu Vs Genjutsu = INT Vs INT Genjutsu Vs Ninjutsu = INT Vs WIS Genjutsu Vs Taijutsu / Bukijutsu = INT Vs DEX / STR 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
Posts : 1694 Join date : 2013-01-30
| Subject: Re: Combat Rules - Part 3/7: Turn Based System Sun Apr 28, 2013 2:03 pm | |
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