Battling, Stats, and Death
Sept 17, 2015 10:41:38 GMT -5
Post by Blackmoon on Sept 17, 2015 10:41:38 GMT -5
Do not God-Mod.
I would usually associate god modding with a character who is capable of getting out of any situation, with as little effort as possible, or a character who is too powerful for the rules of the game. For example, they might be faced with a situation that requires a little thought to get out of, but the character will suddenly display an ability – often from out of their ass – that they've never been observed to be capable of previously in order to win the scenario, even if that ability is completely out-of-hand with the game universe.
On the other hand, they might have a character with no perceived weaknesses, they're always the best at what they do even if they've never done it before.
There are many forms of godmodding that can occur within battle that will result in punishments. The first time you will receive a warning. The second time your opponent will be granted a free, non fatal attack on your character of their choice. The third step is a ban, length at the discretion of the Webmaster.
God modding is also when either you or your opponent says that they hit you multiple times within a post, without leaving room for you to attempt a dodge. DO NOT post that you hit someone over and over again. Though it is allowed to connect hits in which you carry out multiple attacks after another, but if your opponent manages to stop one of your earlier attacks the entire string of attacks will occur as never happened. Remember, even if you have your opponent lying there, tried with ropes and chained down to the ground with metal chains, legs, arms, wrists, ribs, back ect broken, and they are an newbie and you are some god-esque creature with your teeth wrapped around their neck, there is still a slim,
i'm talking TINY, chance that they could escape. And even though the odds are stacked against them, YOU CANNOT SAY YOU HIT THEM.
No Metagaming
In role-playing, metagaming can be defined as any out of character action made by a player's character which makes use of knowledge that the character is not meant to be aware of. (Metagaming while taking part in relatively competitive games, or those with a more serious tone, is typically not well received, because a character played by a metagamer does not act in a way that reflects the character's in-game experiences and back-story.) It can also be defined as any out of character action made by a player's character which makes use of knowledge that the character is not meant to be aware of. The act of using outside or previously gained knowledge within a gaming universe for personal gain or advantage.
[/ul]I.E
All of this being said, once in a while you will take a hit, you will be unable to dodge something, you will mess up. Eventually, you might even be killed in some forsaken fight that you decided to start with someone, which is why Fights are judged by staff members per posting round. Event or Plot driven Fights/Battles have some special rules that are decided upon at the start of the Event by Staff; while as regular Fights between characters have rules that are decided upon by all parties participating such as time limits, word minimums/maximums, post limits, ect,.
Before the fight commences, players must decide on who has first post or leave it up to the staff judge to flip a coin/roll a die to decide. Sometimes continuity rules decide who will have the first post in a fight, such as character one discovering character two trespassing, then taking it upon themselves to move in for a sneaky attack or a loud-as-can-be attack. Each player will have 24 hours to post their response before their turn is skipped unless a different time limit has been decided upon prior. If your turn is skipped, it is assumed that your character put in little-to-no effort in blocking, countering, or otherwise dodging whatever attacks have been aimed at you in the prior post.
At the end of each posting round, the judge will post which moves would have succeeded along with the amount of HP, MP and injuries lost/gained by each party. All characters have 50HP, which can not be increased/upgraded, but can instead be augmented by your DEF stat. All characters also have a certain amount of MP which is based off of tier level. After a fight, MP takes anywhere from a few hours, to a few days IC to fully regenerate. It just depends on how much of it you expend during battle and how much HP loss you took as well. The recovery time will be decided on by the staff-judge at the end of the topic.
Success of moves is based on several factors such as current injuries, current HP/MP, stats, writing quality, and a random effect if relevant stats are matched. Pretty much, what's being said is: yes, your stats matter, but speaking for the staff, we want to be interested in the fight, we want to be captivated, enthralled and even possibly anxious it see the next round.
Each round is one post per player, and fights can last anywhere from three-five rounds, but seeing as we like to move the story along, the rounds are capped at five unless a higher amount has previously been agreed to.
Remember, when posting in a fight/battle, you must post whatever abilities you're currently using at the bottom of your post as a quote. This is so your opponents know how to describe, dodge or counter the ability.
The Random Effect is a percentage chance added into the calculations when two stats are matched and the players are attempting to use moves dependent on said stats. An example would be:
Bob and Joe are fighting. Bob's ATK matches Joe's DEF. Bob uses an offensive move, so Joe uses a defensive move that would normally shield himself. Since Bob's ATK matches Joe's DEF, the judge rolls a two-sided die twice per player, whichever player has the highest number succeeds in the attack. The larger the gap between the two numbers, the less effective the losing player's move was. So say Bob got a 2(lowest) and Joe got a 4(highest); Joe's defense stood strong and he took no damage from Bob's attack. The opposite would have been true had the results been reversed, and the next time they might be. This is the point of The Random Effect, to prevent endless stalemates and keep the fight moving; and it can even be used when two player's attack stats are matched and both fire an attack at each other at the same time.
So, with all these rules and regulations mentioned above, you might die in a battle, or you might die in exile, crossing the Unknown Lands, or maybe a sickness will take you. This being said, you are dead, and you will stay dead unless some plot ordained event happens along and you are able to come back from the dead. Once you're dead, you stay dead. This isn't Marvel or DC Comics, sure you can RP in Valhalla, near the gates, shiny and chrome- but aside from that, you're not going to be hopping between the planes of existence unless you're hopping into the dream of a loved one for some reason.
That being said, if you manage to obtain permission from Blood Red during an IC thread, you may leave Valhalla and return to the earth as a non-born Silverblood for the time that she has allotted you. When your time is up, you will be instantly teleported back inside the shiny gates. Of course, you can always petition her for another trip out, but this will be at her discretion unless she is fighting a challenger, then maybe you can manage to sneak yourself out.
If you sneak out, she will notice eventually, and you should be prepared to either run away from or face whatever hellbeasts she has sent after you. If you cause enough trouble, she might even come after you herself. The more and more time you spend dead and in Valhalla, the more your stats will wither until they reach either half of what you died with or the base stats for your sub-species.
I would usually associate god modding with a character who is capable of getting out of any situation, with as little effort as possible, or a character who is too powerful for the rules of the game. For example, they might be faced with a situation that requires a little thought to get out of, but the character will suddenly display an ability – often from out of their ass – that they've never been observed to be capable of previously in order to win the scenario, even if that ability is completely out-of-hand with the game universe.
On the other hand, they might have a character with no perceived weaknesses, they're always the best at what they do even if they've never done it before.
“Jimbo piloted the craft expertly, then jumped out, did a quadruple backflip and firing his guns simultaneously killed all the enemies with a single shot to the head each with perfect aim, then scored the winning goal in a football match before pulling all the ladies because he’s so AWEZOOME!”
There are many forms of godmodding that can occur within battle that will result in punishments. The first time you will receive a warning. The second time your opponent will be granted a free, non fatal attack on your character of their choice. The third step is a ban, length at the discretion of the Webmaster.
God modding is also when either you or your opponent says that they hit you multiple times within a post, without leaving room for you to attempt a dodge. DO NOT post that you hit someone over and over again. Though it is allowed to connect hits in which you carry out multiple attacks after another, but if your opponent manages to stop one of your earlier attacks the entire string of attacks will occur as never happened. Remember, even if you have your opponent lying there, tried with ropes and chained down to the ground with metal chains, legs, arms, wrists, ribs, back ect broken, and they are an newbie and you are some god-esque creature with your teeth wrapped around their neck, there is still a slim,
i'm talking TINY, chance that they could escape. And even though the odds are stacked against them, YOU CANNOT SAY YOU HIT THEM.
No Metagaming
In role-playing, metagaming can be defined as any out of character action made by a player's character which makes use of knowledge that the character is not meant to be aware of. (Metagaming while taking part in relatively competitive games, or those with a more serious tone, is typically not well received, because a character played by a metagamer does not act in a way that reflects the character's in-game experiences and back-story.) It can also be defined as any out of character action made by a player's character which makes use of knowledge that the character is not meant to be aware of. The act of using outside or previously gained knowledge within a gaming universe for personal gain or advantage.
- Gaining knowledge from Out-Of Character.
- Using knowledge from a previously played or dead character.
- Using certain types of attack or defense based on the strengths and weaknesses of an opponent that the player's character is unaware of.
- Acting on any knowledge that the character is not aware of (such as creating gunpowder in a Dark Ages or Middle Ages setting).
- Adjusting a character's behavior towards other player characters based on real-life relationships with other players.
- Using knowledge of the game's mechanics to gain an advantage in the game by having the character do something incompatible with that character's personality.
[/ul]I.E
John was accused of metagaming when he immediately moved his player to the most protected area of the map to snipe the enemy team members, since he had played the map before and knew from experience.
FIGHT RULES
All of this being said, once in a while you will take a hit, you will be unable to dodge something, you will mess up. Eventually, you might even be killed in some forsaken fight that you decided to start with someone, which is why Fights are judged by staff members per posting round. Event or Plot driven Fights/Battles have some special rules that are decided upon at the start of the Event by Staff; while as regular Fights between characters have rules that are decided upon by all parties participating such as time limits, word minimums/maximums, post limits, ect,.
Before the fight commences, players must decide on who has first post or leave it up to the staff judge to flip a coin/roll a die to decide. Sometimes continuity rules decide who will have the first post in a fight, such as character one discovering character two trespassing, then taking it upon themselves to move in for a sneaky attack or a loud-as-can-be attack. Each player will have 24 hours to post their response before their turn is skipped unless a different time limit has been decided upon prior. If your turn is skipped, it is assumed that your character put in little-to-no effort in blocking, countering, or otherwise dodging whatever attacks have been aimed at you in the prior post.
At the end of each posting round, the judge will post which moves would have succeeded along with the amount of HP, MP and injuries lost/gained by each party. All characters have 50HP, which can not be increased/upgraded, but can instead be augmented by your DEF stat. All characters also have a certain amount of MP which is based off of tier level. After a fight, MP takes anywhere from a few hours, to a few days IC to fully regenerate. It just depends on how much of it you expend during battle and how much HP loss you took as well. The recovery time will be decided on by the staff-judge at the end of the topic.
- Tier One: 50 MP
- Tier Two: 100 MP
- Tier Three: 150 MP
- Tier Four: 200 MP
- Tier Five: 250 MP
Success of moves is based on several factors such as current injuries, current HP/MP, stats, writing quality, and a random effect if relevant stats are matched. Pretty much, what's being said is: yes, your stats matter, but speaking for the staff, we want to be interested in the fight, we want to be captivated, enthralled and even possibly anxious it see the next round.
Each round is one post per player, and fights can last anywhere from three-five rounds, but seeing as we like to move the story along, the rounds are capped at five unless a higher amount has previously been agreed to.
Remember, when posting in a fight/battle, you must post whatever abilities you're currently using at the bottom of your post as a quote. This is so your opponents know how to describe, dodge or counter the ability.
The Random Effect is a percentage chance added into the calculations when two stats are matched and the players are attempting to use moves dependent on said stats. An example would be:
Bob and Joe are fighting. Bob's ATK matches Joe's DEF. Bob uses an offensive move, so Joe uses a defensive move that would normally shield himself. Since Bob's ATK matches Joe's DEF, the judge rolls a two-sided die twice per player, whichever player has the highest number succeeds in the attack. The larger the gap between the two numbers, the less effective the losing player's move was. So say Bob got a 2(lowest) and Joe got a 4(highest); Joe's defense stood strong and he took no damage from Bob's attack. The opposite would have been true had the results been reversed, and the next time they might be. This is the point of The Random Effect, to prevent endless stalemates and keep the fight moving; and it can even be used when two player's attack stats are matched and both fire an attack at each other at the same time.
STATS
Stats come in three flavors, all of which are crucial to the fighting aspect of Welcome to the Packs.
ATK: Your character’s raw offensive strength, or the offensive strength of their abilities, whether it be magic or physical.
DEF: Your character’s raw defensive power, or the power of their defensive moves/abilities. It determines how hard they are to kill, either through sheer resilience or defensive moves like shielding techniques. It augments the power of techniques that can heal or shield other characters, and increases their resistance to moves that can be debilitating.
SPD: How fast your character moves, reacts, and uses their abilities/techniques. You need this to be able to dodge on-coming attacks or to make counter-attacks.
Depending on which sub-species you choose, you'll get a different amount of starting stats, which can be found on the sub-species page. Later, as you RP more and gain experience, you may purchase additional stat points in order to augment your power.
ATK:
0: You fight like an ankle-biter, doing barely any damage.
1: You do decent damage, as if you've been training.
2: Beyond the strength of most normal wolves.
3: Borderline unbelievably powerful.
4: Overwhelmingly strong, you can morph heavy metals with your might.
5: Frighteningly strong, you can sunder the earth with normal techniques.
10: Blowing a whole mountain away is next to no effort for you.
DEF:
0: You have the resilience of a squishy pudding sack.
1: Normal resistance to damage.
2: More resilient than most normal wolves.
3: Astoundingly resistant to damage.
4: Your skin is like metal, it will take several hits to get through it.
5: As fortified as Fort Knox, hardly anything will damage you.
10: Earth has bestowed his powers to you, most attacks will not phase you.
SPD:
0: You move about as fast as an asthmatic lapdog.
1: You move at a normal pace.
2: Faster than most normal grey wolves.
3: Pushing the limits of natural animal speeds. You could keep up with a cheetah at full sprint.
4: Breathtakingly fast, you're quicker than any known natural animal.
5: You can run across water and vertical surfaces almost indefinitely.
10: You can keep pace with Wind herself and have the reflexes to match.
Stats come in three flavors, all of which are crucial to the fighting aspect of Welcome to the Packs.
ATK: Your character’s raw offensive strength, or the offensive strength of their abilities, whether it be magic or physical.
DEF: Your character’s raw defensive power, or the power of their defensive moves/abilities. It determines how hard they are to kill, either through sheer resilience or defensive moves like shielding techniques. It augments the power of techniques that can heal or shield other characters, and increases their resistance to moves that can be debilitating.
SPD: How fast your character moves, reacts, and uses their abilities/techniques. You need this to be able to dodge on-coming attacks or to make counter-attacks.
Depending on which sub-species you choose, you'll get a different amount of starting stats, which can be found on the sub-species page. Later, as you RP more and gain experience, you may purchase additional stat points in order to augment your power.
ATK:
0: You fight like an ankle-biter, doing barely any damage.
1: You do decent damage, as if you've been training.
2: Beyond the strength of most normal wolves.
3: Borderline unbelievably powerful.
4: Overwhelmingly strong, you can morph heavy metals with your might.
5: Frighteningly strong, you can sunder the earth with normal techniques.
10: Blowing a whole mountain away is next to no effort for you.
DEF:
0: You have the resilience of a squishy pudding sack.
1: Normal resistance to damage.
2: More resilient than most normal wolves.
3: Astoundingly resistant to damage.
4: Your skin is like metal, it will take several hits to get through it.
5: As fortified as Fort Knox, hardly anything will damage you.
10: Earth has bestowed his powers to you, most attacks will not phase you.
SPD:
0: You move about as fast as an asthmatic lapdog.
1: You move at a normal pace.
2: Faster than most normal grey wolves.
3: Pushing the limits of natural animal speeds. You could keep up with a cheetah at full sprint.
4: Breathtakingly fast, you're quicker than any known natural animal.
5: You can run across water and vertical surfaces almost indefinitely.
10: You can keep pace with Wind herself and have the reflexes to match.
PURCHASING PERMANENT STAT AUGMENTATIONS
STAT # | PRICE |
First Increase | 1500 Xp |
Second Increase | 3000 Xp |
Third Increase | 4500 Xp |
Fourth Increase | 6000 Xp |
Fifth Increase | 7500 Xp |
Sixth Increase | 9000 Xp |
Seventh Increase | 10500 Xp |
Eighth Increase | 12000 Xp |
Ninth Increase | 13500 Xp |
Tenth Increase | 15000 Xp |
Death and You
So, with all these rules and regulations mentioned above, you might die in a battle, or you might die in exile, crossing the Unknown Lands, or maybe a sickness will take you. This being said, you are dead, and you will stay dead unless some plot ordained event happens along and you are able to come back from the dead. Once you're dead, you stay dead. This isn't Marvel or DC Comics, sure you can RP in Valhalla, near the gates, shiny and chrome- but aside from that, you're not going to be hopping between the planes of existence unless you're hopping into the dream of a loved one for some reason.
That being said, if you manage to obtain permission from Blood Red during an IC thread, you may leave Valhalla and return to the earth as a non-born Silverblood for the time that she has allotted you. When your time is up, you will be instantly teleported back inside the shiny gates. Of course, you can always petition her for another trip out, but this will be at her discretion unless she is fighting a challenger, then maybe you can manage to sneak yourself out.
If you sneak out, she will notice eventually, and you should be prepared to either run away from or face whatever hellbeasts she has sent after you. If you cause enough trouble, she might even come after you herself. The more and more time you spend dead and in Valhalla, the more your stats will wither until they reach either half of what you died with or the base stats for your sub-species.