Post by Zef Naaiers on Apr 30, 2020 4:58:51 GMT
What this guide will do is help you to gauge your character in a match up with others. What this guide will not do is prescribe a one size fits all win and lose condition in combat. In the end, the system in place is an informative tool and nothing more. In threads with just made up NPCs (outside staff controlled event npcs) you don't need to adhere to these guidelines.
Actions.
Please limit each combat post to a single action. Actions include attacking, using a spell or ability, unequipping materia, equipping materia, or using a limit break. Reinforcements also get an action each turn.
Damage.
Bangles and other armors house a personal barrier field invisible to the naked eye. These barriers are far from perfect and people still receive wounds from each hit, but they lessen their severity immensely. After taking so much of a beating these electromagnetic fields start to fail and the user will start to take more severe wounds.
Higher levels of fight or spells do more damage, but again there is no HP pool and we want you to communicate with each other to resolve combats. If the staff has to step in we will look at things like the number of blows each side has delivered, archetype levels, spells that were cast, etc. We will basically make a judgement call, but we'd rather see both parties come to an agreement.
Dodging & Blocking Attacks.
Compare fight levels to determine how easy it would be to dodge or block an attack. Physical attack limit breaks (not abilities or mastered limit breaks used as abilities) are near impossible to dodge and require a good justification to do so.
Dodging & Resisting Spells.
Compare magic levels to determine how easy it would be to dodge or resist a magical attack or effect. Magical limit breaks (not abilities or mastered limit breaks used as abilities) are near impossible to dodge or resist and require a good justification to do so
Distances.
Closing distance on a far away target should have difficulty gauged by comparing fight levels. People with a higher fight are faster. Things like obstacles, spells, etc should also be considered.
If you are not within a reasonable distance to melee someone at the start of your turn you can not attack them with melee that turn. Unless you have a higher fight, a spell hinders movement, or an ally pressures the opponent you usually can't get out of their melee range once they close the gap.
Limit Break
You can use any of your limit breaks once per thread. Limit breaks do not consume ATB, with the exception of mastered limit breaks used as an ability. Please reference this page for more information.
Gravity.
Without augmentation gravity has its normal effects. To do gravity defying stunts you need a jump materia or a similar effect.
ATB and Magic.
Whenever combat starts anyone with any sort of magic or ability requiring ATB should start tracking it. When the first combat post starts you are at 0 ATB, and you gain an ATB point at the end of each round that you do not use ATB. Using spells with reinforcements uses the characters ATB. See the magic rules for more info on magic.
Elemental & Added Effect Materia Vs Magic
Elemental & added effect does not add capabilities like long ranged attacks to a melee weapon. For example linking a fire element to your weapon wouldn't let you shoot a fireball from a sword, but it would allow something like a flame wreathed blade. If desired, if your character is able to cast spells, you can involve the weapon in casting.
Items.
One item per character can be used a turn. Reinforcements can use their character's items but the limit of one per turn is shared with the main character. When an item is used please post in the shop thread to have it removed if it is consumable.
If someone has the steal materia they need to spend an action to activate it. If it is active and you try to use an elixir or remedy the opponent that cast it takes control of the item and can use it on themselves or another for free without using another action.
Status Effects
[attr="class","fas fa-eye-slash"] Blind: Blinded characters have difficulty performing physical attacks.
[attr="class","fas fa-battery-quarter"] Exhausted: Exhausted (sometimes refereed to as sleepy) characters have their strength and speed hindered. If Magic Tier 2 sleep is cast on them they gain the Sleeping condition.
[attr="class","fas fa-skull-crossbones"] Poisoned: Poisoned characters cannot benefit from healing and take a minor amount of damage each round.
[attr="class","fas fa-comment-slash"] Silenced: Silenced characters are treated as magic tier 0 and nothing can boost it higher until the effect ends.
[attr="class","fas fa-battery-empty"] Sleeping/Stunned: A sleeping/stunned character can not act for a turn.