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Mobile Suit Legends the RPG

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 BATTLE SYSTEM v0.1

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Isshin
MSL Admin
MSL Admin
Isshin


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Number of posts : 488
Registration date : 2007-09-16

BATTLE SYSTEM v0.1 Empty
PostSubject: BATTLE SYSTEM v0.1   BATTLE SYSTEM v0.1 EmptyWed Aug 08, 2018 12:20 pm

GMSL BATTLE SYSTEM v0.1

GMSL uses a text form turn-based combat system with the aid of the online automated DICE system. The dice can be found below the [Preview] [Send] buttons while composing a reply.

The admin/moderator posts a link of the battle thread and the names of the participants. Every battle will have a minimum of 1 to multiple sectors. Once you've chosen your entry point, the participants are then required to post their Stats and Entry Post. After a participant from each team has successfully entered the battle, the Dice determines the turn order and the battle may begin. Once the turn order has been decided the first to act player will begin by making his Turn Post.

A simple Turn Phase Post contains of your Roleplay, Pre-action stats, Action Post, Post-action stats, and Dice roll.

If a player is attacked then they are required to post a Response Post. Failure to submit a Response Post within 24 hours after the attack post will result in a loss of turn and a direct hit from the attack, regardless of the outcome from the dice.

Before posting: Make sure that your stats are correct, your target is correct, and the dice you use is correct. Critical errors in the battle post will result, if contested by the opponent or the admins/mods, the post is invalidated and that player's turn for that particular post will be skipped.

MAP SYSTEM
--------------------------

The battlefield's size is determined by the MAP. It can be composed of 1 to multiple sectors and only participants within the same sector can engage in combat, unless otherwise allowed via a long ranged weapon or a highly destructive force.

Each sector will have it's own separate Thread, and players are not allowed to exist in more than 1 sector at the same time.

Moving from one sector to another will must be done at the start of the player's turn and doing so will end the player's turn. A post must be done indicating the player has left the sector and another post must be accomplished by the player indicating that he/she has arrived in the other sector. Example:

Example wrote:
THREAD 1:
-------------

TURN PHASE:
Jimmy has left Sector A and has moved to Sector B

THREAD 2:
-------------

TURN PHASE:
Jimmy has arrived in Sector B

End of turn.


PLAYER TURN PHASE
-------------------------
During your character’s Turn Phase you can choose from the following options:
1) ATTACK/SKILL
2) DEFEND
3) MOVE (Sector)
4) ESCAPE
5) PASS



TURN PHASE "ATTACKING & SKILLS"
To set upon in a forceful, violent, hostile, or aggressive way, with or without a weapon. The command must be made during the player’s turn phase and cannot be combined with any other command. After this command has been carried out it will end the player’s turn.

CRITICAL DAMAGE deals 1.25x Damage unless you have a skill that improves it.

Start by posting a Roleplay of how you intend to describe your attack. (Roleplay is not compulsary) Then you must add the following stats: Attack used and type, Damage of the Attack, Target, Cost, and finally your Updated stats. 
 
Try to follow this format when attacking:
 
{Insert Roleplay here}

TURN PHASE

[1] <---- Number of Actions used.
Attack (P) <---- ("P" is for Physical)
Damage: 7000
Target: Gundam Overdrive
EN Cost: -

[1]
Skill: HOT BLOOD
Effect: Damage of next attack will increase by 50%
Target: Self
Skills left: 0/1

[1]
Skill: Attack (P)
Damage: 10,500 (With Boost)
Target: Gundam Overdrive
EN Cost: -

MY STATS:
MS: MS-PRAWN
HP: 15,000/15,000
EN: 400/400



TURN PHASE "DEFENDING"

Reduces the Damage of an incoming attack prior to taking any damage from attacks. It can be done with or without a Shield, but of course it will hurt a lot more without one.

DEFENDING also replenishes your EN by 5%

Defending without a shield will be the same as taking damage head on, but at least you'll regain a bit of EN. Meanwhile, a shield provides more protection and with the EN regain bonus. Basically, the more powerful the shield is the better it deals when it comes to damage reduction.

Formula: (Damage - Shield) -PRes or BRes = Damage taken.


Example: (1000 Beam Damage - 20% Shield) = 800 Beam damage - 10% BRes = 720 Damage Taken.

DEFENDING is an action that must be done at the start of the player's turn. The DEFEND command consumes all your ACTIONS thus ends your turn once you use it. DEFENDING cannot be done during your REACTION PHASE 

*Take note: Certain skills can boost your RESISTANCE or the Damage you take from an attack.



TURN PHASE "MOVE (sector)"
The player can move from one sector to another to avoid an opponent or to provide support to a teammate in another sector. IT MUST BE DONE at the START of the player's turn and doing so will also result in ending the player's turn.

You CANNOT MOVE to another Sector during your Reaction Phase.

You CANNOT target a player in a different sector unless you have a weapon or skill that enables you to do so. Attacks from another sector must be posted in the Source Sector and at the Target Sector. The Dice must be rolled in the Source Sector and must be properly relayed in the post in the Target Sector.


TURN PHASE "ESCAPE"
If you think you’re in over your head then it’s time to bail. The ESCAPE command will end your entire party’s turn. No other command must be made by the other party members or the ESCAPE attempt will not work. Use the Escape dice to determine success or failure. A single escape attempt consumes all your MOVES

PLAYER REACTION PHASE
 
Reaction Phase is your response to another player or npc attacking or using a skill on you. During your character’s Reaction Phase you can choose from the following options:
1) STATUS EFFECTS
2) TAKE HIT
3) USE COUNTER SKILL
4) UPDATE YOUR STATS


REACTION PHASE "STATUS EFFECTS"
Certain Skills can give a character Status effects. There are two type so of STATUS EFFECTS, Positive (UP) and Negative (DOWN). Always start your reaction phase with your status effects.

Example:

REACTION PHASE
(DOWN) ENGINE DOWN
Effect: This unit has lost 2 Actions for 3 turns.

{Insert Roleplay here}

{Insert Counter attack here if available}
{Insert Damage taken computation here}

{Insert Turn phase here}

{Updated Stats}

Important note:
* If the Status effect increases damage, then you will add the effects before contesting it with the target's DEF or MDEF.
* If the Status effect increases damage taken, then you will add the effects after contesting it with the target's DEF or MDEF. (But this responsibility usually falls to the player who is targeted)



REACTION PHASE "RECEIVING DAMAGE"
You're not completely defenseless when taking a hit. If your opponent rolls a HIT on you, you must always respond to his/her attack with a post. Damage is very easy to compute: DAMAGE (–) minus your P.RES or B.RES.

If the target is DEFENDING, his/her Shield will reduce the damage prior to taking any damage to their HP.

HOW TO RECEIVE and COMPUTE DAMAGE

REACTION PHASE

{Insert Status Effect here}

{Insert Roleplay here}

{Insert Counter attack here if available}

1000 (P) attack damage vs 10% P.RES = 900 Damage Taken
(Attacker's Damage intended vs your P.RES or B.RES.)

{Insert Turn phase here}

{Updated Stats}
 


REACTION PHASE "COUNTER SKILL"
Some skills allow you to counter an opponent whenever they attack you. Just don’t forget to update your EN.
 
USING COUNTER SKILLS

{Insert Status Effect here}

{Insert Roleplay here}

Counter Skill: Flash Strike (P)
Damage: 9800
Target: Gundam Overdrive
Cost: 250 EN
{Roll Dice}

{Insert Damage taken computation here}

{Insert Turn phase here}

{Updated Stats}


UPDATE YOUR STATS
Always end your battle post with your updated Stats. If your are targeted by a skill or item, post a status update to confirm.

You don't have to post your MS's entire stats. Just it's HP, EN and any status effect you may have active will suffice.



"2ND WIND!"
When your HP hits 0, you have the option to try and gather a second wind. If you roll a success, you will get back 10% of your Max HP and your EN will be at 30%, regardless of it's previous amount. You will also get a chance to act immediately after rolling a successful 2nd Wind.
 
You can only use 2nd Wind once per battle!
2nd Wind must be rolled on the turn your HP reaches 0. Any turn before or after that will not be considered.



WHAT ARE ACTIONS AND HOW DO I GET MORE?
 
This determines how many times you can attack or use a skill in one turn. Everyone starts with 3 ACTIONS its Standard. Skills have different ACTION costs so keep that in mind.
 
You can gain 1 ACTION every time you upgrade your Mobile Suit's SPEED. Also, you are awarded 1 ACTION upon reaching Pilot Rank S.


HOW TO PROPERLY DEDUCT DEFENSE FROM DAMAGE
 
First look at the dice and determine how many hit you. Now subtract your Defense to each Hit.
 
Here’s an example:
You got hit 3x by a Physical Attack with 5000 damage each
[HIT] [HIT] [HIT]
 
Now get your MS’s Physical Resistance. [P.REF. 10%] Simply subtract 10% to each HIT and that will be the amount of damage you received. If you’re having trouble the answer is 4500 per hit x3 = 13,500 damage taken for all 3 attacks.
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