RP Combat

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Overview

Combat in RP is handled differently from a normal stat battle, but does not make use of the usual Skills that are used for physical feats in RP. RP battles make use of Battle Stats, but instead of rolling off the Battle Tables, as would be done during a full stat battle, these rolls will be handled like Skill rolls.

When an attack is made, each person involved will roll a 1d100, and add their base battle stat score (without factoring in things like weapons or armor points) in the related stat to their roll total. Following the added total, the winner of the clash will be determined by whoever got the highest score, just as they would if rolling skills.

Remember that Armor, Awakening, Accessory, Passive, and Weapon stats are not factored into RP fight rolls. Only ever use your character's base stats. This is to prevent numbers from getting too large. If your character's sheet does not have base stats listed separately from equipment and awakening stats, then please fix this immediately.


Hit Phase

RP Combat is split into two phases. First, the hit phase, is for determining whether or not an attack successfully hits in the first place. During the phase, the attacker will roll their base ACC stat, and the defender will roll their base SPD. Whoever gets the higher number wins; Either the attacker successfully lands the blow, or the defender steps avoids or parries it. The difference between the two base stats maxes at 50. So if someone has 14 ACC, and their opponent has 90 SPD, the one with 90 is only treated as having 64 for this battle. However, if one has 80 ACC, and the other has 90 SPD, the numbers stay the same.

This phase also contains Vital Hit. To determine VH during an RP battle, take the amount that the attacker's ACC roll surpassed the defender's SPD roll, use that as the percentage chance of Vital Hit, and roll another 1d100. For example:

  • Jared attacks Tyler with a spear.
  • Jared rolls a 65 on his ACC roll, and adds his 55 ACC to it (from his base ACC stat), giving him 110 in total.
  • Tyler rolls a 20 on his SPD roll, and adds his 61 SPD to it (from his base SPD stat), giving him 81 in total.
  • Jared successfully hits, due to his higher roll.
  • Jared takes his 110 total and subtracts Tyler's 81 total from it, giving Jared a 29% VH chance.
  • Jared rolls a 1d100, and gets a 20. Successful VH! Tyler is skewered through the shoulder with a spear.

At a successful VH, the attacker successfully hits a vital area. This can be RPed straight, or can move them two increments in their favor on the chart mentioned in the damage phase section below.

As in a regular battle, VH chance maxes out at a 50% chance.


Damage Phase

The second, the damage phase, is for determining the damage dealt by the attack. During this phase, the attacker will roll their base ATK stat, and the defender will roll their base DEF. Unlike in the hit phase, success is not determined purely through who has the larger number. Successes are handled in increments either favoring the defender, or the attacker. As with ACC vs SPD, the difference between the base ATK and DEF stats maxes at 50. Here is a table for determining, loosely, what happens at different amounts of success:

  • 0 points difference/total tie: The attack hits at exactly its base strength. It is thoroughly mediocre in every way.
  • DEF Advantage:
    • 1-25 points over, defender's favor: Attack hits at close to full damage, but the defender retains the ability to retaliate. Ex. The defender is cut with a knife, but does not lose their footing/The defender is thrown into a wall, heavily bruised, but is easily able to stand back up.
    • 26-50 points over, defender's favor: The defender holds off a small amount of the attack, reducing its effectiveness to something less powerful than intended, but still considerably damage dealing. Ex. Redirecting a blow aimed at the stomach to your side/filtering out a small portion of magical energy through a ward, while still getting hit with the majority.
    • 51-75 points over, defender's favor: The defender softens the intended blow, to the point that it's no longer a huge threat, but likely still painful or winding. Ex. Blocking a bullet with a bullet proof vest, falling over with a bad bruise and winding/Pushing a sword away from your body, but still getting cut with the blade.
    • 76+ points over, defender's favor: The defender mostly holds back the blow, only getting mildly inconvenienced. Ex. An arrow hitting metal armor, successfully denting it and throwing balance off a little/warding off most of a lightning strike, getting hit with sparks. In no case, after a successful hit, can a defender totally brush something off without care, unless there's a very large level difference or huge success. (AKA you rolled a 100 and have a high DEF stat)
  • ATK Advantage:
    • 1-25 points over, attacker's favor: The attack is well pulled off, and may cause extra inconvenience to the defender, but otherwise hits at base damage. Ex. A well aimed bullet to the leg gives the defender a mild limp, after the blow/An explosion of magical butterflies deals standard butterfly damage, and also confuses the victim.
    • 26-50 points over, attacker's favor: The attack is relatively impressive, and considerably injures the defender. Ex. An arrow hits a tendon/A fire blast leaves a 2nd degree burn in a small area.
    • 51-75 points over, attacker's favor: The attack is dangerous, and capable of causing longer term harm. Ex. A bullet pierces through muscle and stays in the wound, requiring removal/The violin smashed over your head leaves you with a concussion.
    • 76+, attacker's favor: The attack is terrifying, doing serious harm. Two or three attacks like this are likely to KO you, or even less if VH hits or there's a large level advantage. Ex. A straight-out explosion/A sword to the gut.

Although this chart is a simple rule of thumb and not a definite rule, it is strongly encouraged that you try to at least loosely follow it, or similar. Anyone seen brushing attacks off without a considerable DEF roll will be slapped by the staff at 76+ attack advantage.


Levels of Mastery

Keep in mind level when fighting. Just as before, a level 24 fighting a level 6 will still be able to beat them to the ground without issue, regardless of how the rolls work out. Because, remember, PLM is still a thing. Even a successful 76+ DEF success from the low level party, regardless of how difficult it is to make happen, cannot be RPed as ignoring the attacker's 500 base damage blow.

The following guideline goes by level groups of 6 to coincide with technique levels of mastery. The higher damage output has always been a fairly large benefit, but at certain levels of disparity, it's not as helpful.

  • One group: You can beat someone at the tier below you fairly frequently due to a higher damage output, but there is the likelihood that they can get lucky and somehow beat you. (Example: Level 6-11 vs Level 1-5)
  • Two groups: Fighting people two groups below you is pretty easy and doesn't require a lot of effort on your part. They can cause you some damage, but the chance they'll be able to beat you is fairly slim. (Example: Level 12-17 vs Level 1-5)
  • Three groups: At this point, it's easy mode. Fighting someone three groups below you requires minimal effort. When you're this much stronger than your opponent, they'll be able to cause you minor injury at best. (Example: Level 18-23 vs Level 1-5)
  • Four groups: There's no contest here. Anything beyond this point means your opponent will barely be able to scratch you. (Example: Level 24-30 vs Level 1-5)


Other Notes

Of course, not everything is covered in this system. This doesn't factor race in. Remember, a level 1 Dragon can probably pretty easily beat most any other race up to level 5 in a 1 on 1 fight.

Also keep in things like range and fighting style in mind. Will a melee fighter have advantage against a physically weak magic user at close range?

Keep numbers in mind, too. Even if you're a level 20 fighting an army of level 1's, eventually they'll be able to wear you down. You're still not invincible, even if you do have superpowers.

Another pretty important detail to keep in mind is the GM. Will the GM let you wail on someone and get smacked around, or will they cut you some slack if you fight smart?

One last thing to remember is that this doesn't include events that were previously agreed upon between player and GM or player-to-player. If you and another person agree that your level 5 beats their level 12 in a 1 on 1 fight, that's fair game. (Try to keep this within reason, though. Is it really feasible for a level 5, even a really well-equipped one, to beat a level 25, even a really poorly equipped one?)


Core Rules
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Misc: AffectionDay and NightDeathFlightKnowledgesLanguagesRare EffectsRP CombatTraitsUnique PassivesUniversal Passives