Difference between revisions of "Xeforce/rpgmode"
| Line 47: | Line 47: | ||
! Technique | ! Technique | ||
| TEQ | | TEQ | ||
| | | 5 | ||
| + | | +5 | ||
| '''Technique (TEQ)''' is a stat that adds to your attack/skill-check roll as a modifier. The higher your Technique is the more likely you are able to hit foes or succeed in using difficult skills or action checks. | | '''Technique (TEQ)''' is a stat that adds to your attack/skill-check roll as a modifier. The higher your Technique is the more likely you are able to hit foes or succeed in using difficult skills or action checks. | ||
* '''d100 + TEQ + (AGL) = Attack/Skill-Check result''' (Agility applies only when the action involves or can be intercepted by the opponent). | * '''d100 + TEQ + (AGL) = Attack/Skill-Check result''' (Agility applies only when the action involves or can be intercepted by the opponent). | ||
| Line 54: | Line 54: | ||
! Agility | ! Agility | ||
| AGL | | AGL | ||
| | | 5 | ||
| + | | +5 | ||
| '''Agility (AGL)''' is a stat that adds onto your attack/skill-check rolls when targeting specific foes but also increases the target number requires for an enemy to hit you. | | '''Agility (AGL)''' is a stat that adds onto your attack/skill-check rolls when targeting specific foes but also increases the target number requires for an enemy to hit you. | ||
* '''50 + your Agility = your Evasion rate''' This value is what the opponent needs to meet or beat for attack rolls to land. | * '''50 + your Agility = your Evasion rate''' This value is what the opponent needs to meet or beat for attack rolls to land. | ||
Revision as of 16:31, 27 October 2018
RPG Mode is the name and short way of playing Dragonball: Xe-Force roleplay with a more tabletop RPG approach: using stats, dice and a sense of progressing using the server's featured skill-slots system. RPG Mode is different to RP and focuses more on enabling PvP and PvE events that would otherwise have to be fully scripted stories to work; it is not mandatory and you are free to be RP-Mode only when you create your character.
Important Resources
Character Sheet / Stats / Build Guide
| Name | Short Name |
Default Value | Level-up Increment | Purpose |
|---|---|---|---|---|
| Health | HP | 1200 | +200 | Health (HP) is the primary resource for a character's lifeforce. It is lowered when taking damage and when it hits zero, the character is knocked out or worse (circumstances determining). Healing increases it. |
| Ki | KI | 325 | +25 | Ki Energy (KI) is a resource pool used in activating special moves, transformations and auras. There are no ill effects when it drops to 0 however you cannot use or maintain moves or transformations that use Ki if you cannot pay its cost. Ki can be gained through active combat.
|
| Stamina | STA | 325 | +25 | Stamina (STA) is a resource pool used for advanced defensive and movement options, particularly guarding, vanishing and certain escape/counter moves. If a character's Stamina is reduced to 0, they will be unable recover from Hitstun until they regain at least 300 Stamina points. Stamina recovers each turn you did not use Stamina-consuming actions.
|
| Power | POW | 60 | +20 | Power (POW) is a stat that determines the base damage or scale of a particular attack or skill. The higher your Power is, the more damage you deal, the more healing you might grant, greater hitstun on attacks and anything else that a skill might reference in its description.
|
| Technique | TEQ | 5 | +5 | Technique (TEQ) is a stat that adds to your attack/skill-check roll as a modifier. The higher your Technique is the more likely you are able to hit foes or succeed in using difficult skills or action checks.
|
| Agility | AGL | 5 | +5 | Agility (AGL) is a stat that adds onto your attack/skill-check rolls when targeting specific foes but also increases the target number requires for an enemy to hit you.
|
Combat Flow / Rules of Engagement
Initative (Pre-Battle)
First determine which character goes first:
- Each player rolls d100 + their_Agility: The one with the highest result goes first. In the event of a tie (same result), the one with the most Agility wins, then whoever rolled first.
- You may also opt to let the opponent go first as well, this requires no rolls.
- Both characters are able to take up a stance. Attacking or Defensive, before any turn takes place.
- All characters start with full HP and Stamina and 300 Ki. They may also activate 1 Transformation/Aura if they can afford it.
When it is your turn
You can do up to two the following actions (except when specified):
- Move closer (Ranged to Melee), Move away (Melee to Ranged).
- Attack or target an enemy/ally with a skill, action or item when you are in range to do so.
- Speak (Free action, can be used before, during and after taking an action)
- Change active stance (Free action when going from Defensive to Offensive stance, normal action cost to go into Defensive stance)
- Activate a Transformation or Aura (Auras cost one action, whereas Transformations cost both actions)
- Raise Guard
When it is not your turn/someone else's turn
You can perform any of these actions in response to your opponent, when appropriate:
- Immediately Raise-Guard (only when in Defensive Stance).
- Use Dodge-Guard to nullify damage taken at the cost of 50 plus 20% of the total damage Stamina damage (150 HP damage becomes 80 STA damage).
- Or use Block-Guard to reduce damage taken by 50% plus 20% of the total damage as Stamina damage.
When the opponent puts you into Hitstun:
- Consume Stamina points equal to the Hitstun value to break out of Hitstun and perform any other off-turn action.
- Or use an Evasive Skill (usually worth 300 Stamina) to use that skill's effect and rid yourself of all Hitstun effects.
- Attempt a recovery check: Roll d100 + (STA) = The result is deducted from your character's Hitstun value, if that becomes 0, you can perform actions again.
- (You may also pay any amount of Stamina to add to your roll to recover faster)
The primary objective of Combat / Hitstun, 1More and Followups
The primary objective of Combat is to bring your opponent's HP down to 0..
- If you land a clean hit on an opponent using your Attacks/Skills and they do not use resources or skills to break their Hitstun or knockback immediately; you trigger a mechanic known as 1More, enabling you to perform one additional action without the opponent being able to respond (especially if they are under the effects of Stun/Knockback).
Hitstun is key to creating openings for follow-up attacks and using Skills with long-cast times without being interrupted.
- If the opponent is affected by Hitstun/Knockback, they gain a Hitstun Value appropriate to the attack that inflicted it and the attacker's 1More bonus. The cheapest way to get rid of Hitstun value is the Hitstun recovery roll (d100 + STA). Depending on how high the Hitstun value is, it may not be possible to recover in a single turn without spending some Stamina or using an Evasive Skill to break it immediately.
- Every extra attack the opponent deals can inflict even more Hitstun value, granted the majority of the value was from their 1More bonus, but extended follow-ups combined with bad recovery rolls can lead to high combo counts. But then again, as long as you do not use Stamina in your Hitstun recovery rolls, you can also get Stamina back.
- You can't pay Stamina to speed up Hitstun recovery rolls if your Stamina was reduced to 0. And you won't be able to do so until your Stamina becomes usable at 300 Stamina points.
- You get one recovery roll for every action your attacker takes. If they use an attack or action that knocks you out of range and requires them use a movement action to get back into range, that is one Hitstun recovery roll you can take without taking damage.
- Inflicting Hitstun/Knockback on a foe is not just useful for follow-up attacks, so long as the opponent cannot react to you for one action you can use it to activate items, use skills that heal or buff you and your allies or even just buy time to recover (like Stamina). Create distance with knockback to buy more time for yourself by forcing your opponent to use ranged attacks or have to move back to your position to attack in close-quarters.