# Need a helper for playtesting

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## Need a helper for playtesting

Ok I think I have a working new combat system, it will obviously need a lot of playtesting to iron out the kinks so would anyone like to help out?

## Re: Need a helper for playtesting

ok well i've laid out the combat in steps that are as simple as i can make them so we can see how it goes:

COMBAT LAYOUT

1) Roll D10 for initiative

2) Higher initiative rolled takes first action

3) Action involves using an item, transformation, powering up, 'grabbing the tail' or physical/energy attack

3a) Follow the description of the item

3b) One turn required to transform

3c) Powering up charges 15% of user's max ki

3d) Follow the rules for 'grabbing the tail'

3e) Attacks roll a D10 and consult the following table:

1-3: miss - the attack automatically misses

4-8: hit - the attack hits

9: Critical - the attack hits and delivers 1.2 times damage

10: Critical+ - the attack hits and delivers 1.2 times damage, chooses whether the defender dodges or blocks the attack

4) Defender reacts, reaction involves either dodging or blocking an incoming attack, success results in no damage done to the defender

4a) If the defender attempts to dodge a percentile dice is rolled (2D10 whereupon the 1st result is the tens and 2nd result is the units, 00 = 100) and consults the following table:

Dodge Rate: Percentage of Agility of defender compared to attacker

If both AGI are within 5% of each other - 50% chance to dodge

If attacker's AGI is 5-10% greater - 45% chance to dodge

If attacker's AGI is 10-15% greater - 40% chance to dodge

up to: If attacker's AGI is 45%+ greater - 5% chance to dodge

If defender's AGI is 5-10% greater - 55% chance to dodge

If defender's AGI is 10-15% greater - 60% chance to dodge

up to: If defender's AGI is 45%+ greater - 95% chance to dodge

100 - ((defender's AGI/attacker's AGI) * 100)

4b) If the defender attempts to block a percentile dice is rolled (2D10 whereupon the 1st result is the tens and 2nd result is the units, 00 = 100) and consults the following table (in the case of an energy attack replace Strength on the table with Spirit + Technique's PV):

Block Rate: Percentage of Strength of attacker compared to Endurance of Defender

If both STR and END are within 5% of each other - 50% chance to block

If attacker's STR is 5-10% greater - 45% chance to block

If attacker's STR is 10-15% greater - 40% chance to block

up to: If attacker's STR is 45%+ greater - 5% chance to block

If attacker's STR is 5-10% lower- 55% chance to block

If attacker's STR is 10-15% lower- 60% chance to block

up to: If attacker's STR is 45%+ lower- 95% chance to block

100 - ((defender's END/attacker's STR) * 100)

4c) In both situations the defender subtracts 1% of the stat used (rounding down) until the end of the battle unless a sensu bean is eaten

5) Damage is calculated:

Attacker's STR/SPR+PV - Defender's END = result

Result is divided by 10 as many times as it takes until left with a number below 10

This number multiplied for modifiers such as critical if applicable then rounded to the nearest whole number if required

e.g. 362 becomes 3.62 which is rounded to 4

A D3 is rolled and the result added

This is how much is subtracted from the defender's HP

6) Any changes to stats are calculated e.g. from transformations or exhaustion

7) The defender may now carry out an action as stated in (3)

The attacker may now carry out a reaction as stated in (4)

9) Damage is calculated as stated in (5)

10) Stats are calculated as stated in (6)

11) This is the end of the current combat round.

12) Combat begins again from (1)

13) A player may retreat during any action or reaction on a roll of 3 on a D3 (if his opponent is currently stunned then the retreat is succesful on a 2 or 3)

14) One or both players may suffer from exhaustion as the battle progresses, consult the following table to see effects:

25%-50% hp - stats temporarily decreased by 10%

25%-0% hp - stats temporarily decreased by 25%

15) Battle ends either when:

Both players agree to end it

One player retreats

One player loses all his HP and is therefore knocked unconscious

COMBAT LAYOUT

1) Roll D10 for initiative

2) Higher initiative rolled takes first action

3) Action involves using an item, transformation, powering up, 'grabbing the tail' or physical/energy attack

3a) Follow the description of the item

3b) One turn required to transform

3c) Powering up charges 15% of user's max ki

3d) Follow the rules for 'grabbing the tail'

3e) Attacks roll a D10 and consult the following table:

1-3: miss - the attack automatically misses

4-8: hit - the attack hits

9: Critical - the attack hits and delivers 1.2 times damage

10: Critical+ - the attack hits and delivers 1.2 times damage, chooses whether the defender dodges or blocks the attack

4) Defender reacts, reaction involves either dodging or blocking an incoming attack, success results in no damage done to the defender

4a) If the defender attempts to dodge a percentile dice is rolled (2D10 whereupon the 1st result is the tens and 2nd result is the units, 00 = 100) and consults the following table:

Dodge Rate: Percentage of Agility of defender compared to attacker

If both AGI are within 5% of each other - 50% chance to dodge

If attacker's AGI is 5-10% greater - 45% chance to dodge

If attacker's AGI is 10-15% greater - 40% chance to dodge

up to: If attacker's AGI is 45%+ greater - 5% chance to dodge

If defender's AGI is 5-10% greater - 55% chance to dodge

If defender's AGI is 10-15% greater - 60% chance to dodge

up to: If defender's AGI is 45%+ greater - 95% chance to dodge

100 - ((defender's AGI/attacker's AGI) * 100)

4b) If the defender attempts to block a percentile dice is rolled (2D10 whereupon the 1st result is the tens and 2nd result is the units, 00 = 100) and consults the following table (in the case of an energy attack replace Strength on the table with Spirit + Technique's PV):

Block Rate: Percentage of Strength of attacker compared to Endurance of Defender

If both STR and END are within 5% of each other - 50% chance to block

If attacker's STR is 5-10% greater - 45% chance to block

If attacker's STR is 10-15% greater - 40% chance to block

up to: If attacker's STR is 45%+ greater - 5% chance to block

If attacker's STR is 5-10% lower- 55% chance to block

If attacker's STR is 10-15% lower- 60% chance to block

up to: If attacker's STR is 45%+ lower- 95% chance to block

100 - ((defender's END/attacker's STR) * 100)

4c) In both situations the defender subtracts 1% of the stat used (rounding down) until the end of the battle unless a sensu bean is eaten

5) Damage is calculated:

Attacker's STR/SPR+PV - Defender's END = result

Result is divided by 10 as many times as it takes until left with a number below 10

This number multiplied for modifiers such as critical if applicable then rounded to the nearest whole number if required

e.g. 362 becomes 3.62 which is rounded to 4

A D3 is rolled and the result added

This is how much is subtracted from the defender's HP

6) Any changes to stats are calculated e.g. from transformations or exhaustion

7) The defender may now carry out an action as stated in (3)

The attacker may now carry out a reaction as stated in (4)

9) Damage is calculated as stated in (5)

10) Stats are calculated as stated in (6)

11) This is the end of the current combat round.

12) Combat begins again from (1)

13) A player may retreat during any action or reaction on a roll of 3 on a D3 (if his opponent is currently stunned then the retreat is succesful on a 2 or 3)

14) One or both players may suffer from exhaustion as the battle progresses, consult the following table to see effects:

25%-50% hp - stats temporarily decreased by 10%

25%-0% hp - stats temporarily decreased by 25%

15) Battle ends either when:

Both players agree to end it

One player retreats

One player loses all his HP and is therefore knocked unconscious

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