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Dice Hunter x Hunter - Mechanics

NoviceOfRoleplay

One Thousand Club


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I'm guessing you're ready to battle, right? This is a new roleplay system, luckily not a lot to cover.


How Do Battles Begin?


A battle can begin when a player tries to kill you, from there you guys can go at it. Wild encounters dropped by GM can also initiate a battle. From there, players take turns until one flees or dies. Battles will be fought on grids provided by GM. Players will utilize the grid to keep track of the movement of their characters and keep track of opponents. Here's an example grid:




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Players may start their character on any tile on the border of the grid. We'll get to how to move around on the grid soon.


What Is The Flow Of A Turn


The character with the highest Base Speed goes first, then they can:


•Move their character and/or Attack.


Or


Plead


*Note: a player does not have to move or attack during their turn; they may end it and do nothing.


Movement


Movement is determined by Base Speed. Each turn, you may move in one direction by a number of tiles equal to your Base Speed stat. If your Base Speed is 6, you may move 6 tiles sideways or forward.


*Tiles may be called feet when describing your movement.


*Note: Plead explanation is in Ending A Battle.


Attack


You can attack once per turn and can attack anything in a location. Their is two types of attacks:


Basic Attack


•Unique Attack



Range and Radius values will be very important for attacks. Character Sign-Up has a brief explanation of both values.


Range: (A deeper explanation) this value determines how many tiles (or feet) an attack can reach. A range of 1 means an attack can reach a single tile away (right next to you).


Basic Attack does damage to a target equal to a character's Base Strength. Basic Attacks do not have any Side Effects.


-Radius is 0 for Basic Attack.


-Range is 1 for Basic Attack.


Unique Attack are special attacks that have Costs to use and may have Side Effects.


Character Trait Weaknesses


Character Traits act as a type weakness in this roleplay. There is 6 Character Traits.


Simple -> beats Whimsical


Whimsical -> beats Serious


Serious -> beats Logical


Logical -> beats Impatient


Impatient -> beats Simple


Charasmatic is weak to all


A character with a Character Trait that beats another character's will have there damage x1.5 to that character. So if Character A is Simple and has a Basic Attack that does 6 damage and Character B is Whimsical, Character A's damage output to Character B will be 9. (For decimals, round up)



Ending a Battle


A battle can end two ways:


•Only one character remains alive.


•A player makes a Plead and other players except.


Plead - A player does not move or attack during their turn and opts to ask other players to end the battle. Enemies and allies do not need to except your Plead and bargaining could occur to try to end a fight. *Note: Paralyzed enemies have to except pleads.


Using Location Is The Key To Victory


What will be most important is battle is a player utilizes the location. Players can break, move, or hang from pieces of location. A combination of common sense and stats of the location will help players.


All locations for battles will be posted with a set stats:


Field Integrity - How strong objects and the ground is. You can destroy pieces of the ground by using a Basic Attack or Unique Attack that has a higher damage output then then the Field Integrity number. For example, a Unique Attack that can do 50 damage can destroy a floor with a Field Integrity of 40.


*Note: You can throw pieces of ground a character holds.


*Note: This is where the Radius stat for attacks come in play. Radius determines the number of tiles in all directions that are affected by an attack. If your attack is stronger then Field Integrity, pieces of ground will be destroyed around the target for the attack.


Object Integrity - This number is different for special objects in a location. This works the same as Field Integrity though tells you how much damage is needed to destroy an object.


*Note: If a character's Basic Strength is stronger than Object Integrity, character can pickup the object (as long as the object is in Range to the character's Basic Attack, so it needs to be right next to it). Characters may throw objects for their Basic Attack and Range for a Basic Attack that uses a thrown object is half a character's Base Speed and does damage equal to Object Integrity. For Example: if a character has a Base Speed of 6 and the Object Integrity of a plant is 5, then the plant can be thrown 3 tiles and does 5 in damage.


*Note:Alternatively, objects can be placed any tile next to the player.


Locations may have other special conditions that will be explained when the location's grid is posted.


You Did It! You Got Through That Monster!
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