Post by Chieftain on Sept 30, 2014 20:35:31 GMT -5
The following is to help with Role Play fights between clan members and when powerful beings threaten our clan.
Hit Points!
Your rank deternimes the amount of hit points you have. Once you reach 0 hp you are knocked out until someone heals you.
Chieftain - ?? hps
High Shaman - 9 hps
Overseer - 8 hps
Warforged - 6 hps
Warrior - 5 hps
Grunt - 5 hps
Attacking & Defending!
Before combat everyone uses (/roll 20) for initiative. This determines your place in the attack order from highest to lowest.
Each round a player can take one action, such as attacking, and healing or whatever else the player wishes to do.
When attacking; the attacking and defending player must (/roll 20). If the attacker has the higher roll he hits and deals 1 point of damage, if the Defender wins then the attack fails. (Blocked; dodged, parry etc.)
Healing!
The following classes can heal: Shaman, Monk, Warlock
If the player uses their action to heal, then the target(s) regain 2 hp per round. A player using a healing spell can (/roll 20) to heal double if they are able to roll better than 10.
If the player uses an AOE heal (such as chain heal) than up to three people are each healed 1hp. The healer can also double this mount with a successful (/roll 20) above 10.
Warlocks can also heal, but only other injured players; but they take damage to the amount of HP's they are healing.
Critical Rolls!
20 is a critical roll. As an attack you deal 3 points of damage, as a defender you counter attack for 1 point of damage. Healing spells heal for 6 hps, while AOE heals for 4 hps up to each character.
Boss Fights!
Certain boss (??) Fights will have a number of abilities such as being able to act twice in 1 turn, have a greater critical hit range, or deal more damage each hit. Watch out for them as they are powerful beings. When fighting a boss character only rolls to attack are required as the boss has a predetermined armor class (AC) in order to be hit. If the roll is better than the bosses AC the attack hits.
Hit Points!
Your rank deternimes the amount of hit points you have. Once you reach 0 hp you are knocked out until someone heals you.
Chieftain - ?? hps
High Shaman - 9 hps
Overseer - 8 hps
Warforged - 6 hps
Warrior - 5 hps
Grunt - 5 hps
Attacking & Defending!
Before combat everyone uses (/roll 20) for initiative. This determines your place in the attack order from highest to lowest.
Each round a player can take one action, such as attacking, and healing or whatever else the player wishes to do.
When attacking; the attacking and defending player must (/roll 20). If the attacker has the higher roll he hits and deals 1 point of damage, if the Defender wins then the attack fails. (Blocked; dodged, parry etc.)
Healing!
The following classes can heal: Shaman, Monk, Warlock
If the player uses their action to heal, then the target(s) regain 2 hp per round. A player using a healing spell can (/roll 20) to heal double if they are able to roll better than 10.
If the player uses an AOE heal (such as chain heal) than up to three people are each healed 1hp. The healer can also double this mount with a successful (/roll 20) above 10.
Warlocks can also heal, but only other injured players; but they take damage to the amount of HP's they are healing.
Critical Rolls!
20 is a critical roll. As an attack you deal 3 points of damage, as a defender you counter attack for 1 point of damage. Healing spells heal for 6 hps, while AOE heals for 4 hps up to each character.
Boss Fights!
Certain boss (??) Fights will have a number of abilities such as being able to act twice in 1 turn, have a greater critical hit range, or deal more damage each hit. Watch out for them as they are powerful beings. When fighting a boss character only rolls to attack are required as the boss has a predetermined armor class (AC) in order to be hit. If the roll is better than the bosses AC the attack hits.