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Post by Admin: Soul on Feb 23, 2021 14:58:14 GMT -5
Combat in Charon Everybody likes to enjoy a little combat role playing, clashing swords and casting spells, and no one enjoys it more than Charon. However there are a few rules and guidelines when it comes to combat role play here in Charon. Our goal is to promote a friendly environment where everyone can come to relax, enjoy themselves and tell the stories they want to tell. At the end of the day complicated attribute systems and clunky number games just make it hard to enjoy the role play, so we have decided to remove as much of that as we can and revert back to a more simpler way of role playing. However we do understand that some rules and limits need to be in place.
Here in Charon we will be following something that is commonly known as the Honor system. This means that we will not be using any stats or attribute system to govern how powerful a character is. Instead we have implemented a skill system which determines what items your character can buy or use. The actual skill level of your characters comes from your ability to role play, and in most cases the more creative you are the better you may be in combat. This however can sometimes get sticky, as your characters will not have hard numbers to determine things like speed, strength or endurance, it may be confusing when trying to determine who out classes who. Because of this, each character will be considered equals when it comes to these physical attributes. All characters are the same when it comes to speed, strength, health, and other things like that. The difference gets applied when spells, abilities and other effects come into place, allowing you to craft a character who excels in areas that others do not.
Since there are no stats or numbers to help govern combat, it all comes down to those involved working together and using their best judgement. Most of our spells and abilities also do not come with numbers in their descriptions, as we want the flavor to be left up to our members. Using logical judgement we expect all members to work together when fighting, helping each other understand what is taking place. We understand that in rare cases members of staff may need to come in to help clear things up, but we want you the members to work together on issues that may arise before defaulting to staff. Things such as health, stamina and mana do not apply here, so there are no numbers to maintain these resources. We ask that you think logically and do not god mod or power game. If you have cast 20 spells in one topic, you are probably out of mana. If you have run for 5 miles straight, you are probably out of stamina. Use judgement calls like this when combat role playing.
Finally, because of how our system works, we have decided to remove the ability to kill another players character. We are pushing for a more casual and relaxed system, letting characters fight each out without it becoming an intense argument of who killed who. Plus it feels really bad to put all of your effort into a character only to be killed by a unfavorable ruling. Because of this, player characters can not be killed for any reason, unless the owner has decided to get rid of the character on their own. During combat if you have received damage that would normally kill you, it is assumed you have fallen unconscious and help has found its way to you.
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Post by Admin: Otto on Apr 15, 2023 18:13:15 GMT -5
Action SystemFor combat, PvP, SvP, Dungeons, and Raids. For the most part, Charon is pretty loose when it comes to its rules about combat. In most threads, you will be able to describe combats with enemies you or your writing partner controls freely, without any limitations on how many spells you can cast or how many attacks you cane make per post. In these cases, it is up to players to decide what is fair and abide by the honor system in regards to whether or not they are doing too much at one time or if the enemy or their character takes any damage from attacks.
There are a few instances where limitations are used in order to facilitate teamwork and more strictly record damage. These cases include PvP (optional), SvP, Dungeon, and Raid Events. Because of how these threads work, the Action System is implemented to make it easier to understand what actions are being taken during roleplay or combat that would result in a reaction from the next person posting, whether that be an incoming attack they need to block, or something that would prevent them from using certain abilities, or the outcomes of attempts to solve a puzzle.
The following information describes the general rules for how the Action System works overall, but specific details such as how many actions one player gets, how the system interacts with summons, minions, and pets, and any other event specific details will be included in the event's details as these details may vary. The standard rules below will always apply to any event using the Action System and are optional for player use outside of events.
What Counts as an Action?Most of the time, Actions are pretty easy to determine as they often are thing your character does that have something to do with items, abilities, and spells from their Inventory Page. That said, some items and abilities do not require any activation, thus are considered Passive Abilities. Types of Actions Offensive Actions:Offensive actions are any action that is attempting to deal direct damage and injure the boss. This includes things like weapon attacks, damaging spells like fire balls, or class abilities that deal damage. Defensive Actions:Defensive actions are actions that are meant to protect or defend a character from the bosses abilities. This includes, dodges, barriers like walls, or abilities that would normally do damage but are instead used to protect, like a fire ball clashing with an attack. Buff Actions:Buff actions are any type of skill, spell or ability that is attempting to buff a character, such as speed boost, strength boost or other types of things that increases a characters ability. Debuff Actions:Debuff actions are any action that is attempting to debuff or weaken the boss you are fighting. This includes things that would decrease the bosses strength, speed, health, or other ability. Support Actions:Support actions are actions that are attempting to assist the group with things like healing, cleansing or removing of a condition. These actions almost entirely affect an ally and are used to keep them going. Formatting your Posts The main body text of your reply comes first. Ensure you are describing what your character is doing as clearly as possible and include what your intended outcome is (see example below). Your intended outcome may not be what actually happens if the enemy has a way to counteract it, but this information is helpful to inform how the enemy should react should the action be successful.
At the bottom of your post, you will include an Action Summary for quick reference as to what Actions you are taking and any unique aspects of those actions (ie. enchantments on weapons, ability durations, buffed effects, passive effects). This helps someone refer back to what has been already done and what they need to account for in their next reply. Action Summary Example Code for Action Summary [hr] Action Type - short description of action including any enchantments, buffs, ability durations, etc. and their source
Active Items - short description of any items providing hit preventions or other effects and their source
Active Passives - short description of any passive abilities that are in play and their source
Recharge Tracking - short description of any used ability that has a post recharge currently being tracked
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