COMBAT (continued) |
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COMBAT BASICS (continued) 16. WINNING AND SPOILS: Combat ends when kill your opponent (or if you wound them through Careful Combat). After winning, you may take any of your opponent's possesions. You will also get 1 Combat Experience Point for killing them. 17. AFTER COMBAT XS REDUCTION: If your character's XS has been permanently effected (by something listed in the Combat Fighting section below... not Deku Nuts or the like), it will remain lowered after Combat. There are two ways to heal these ailments. Drinking a yellow or purple potion will set everything back to normal. Also, getting 2 or more hours of sleep (5 or more if you don't have a house) will heal you. This sleep must be gotten all at once. Effects will remain until one of these methods is taken. 18. AFTER COMBAT WOUNDS: Certain attacks will wound your character (see Combat Fighting below). If your character survives the Combat, these wounds remain. Wounds can be healed by a fairy, but require you to stop working and fighting for 12 hours. Serious injuries like major arm/leg hits mean you cannot use that body part. 19. ZXS: ZXS, or Zero XS, stands for a special period of time. When a new character first starts out, they cannot fight in Combat for 3 days. Essentially, the character has no XS. This rule is implemented to allow new players to get to know the RPG and do things before they are in potential danger. Remember it also works the other way, as new players cannot engage Combat either. 20. TERMINOLOGY A "turn" is one character's attack, or one time through the Combat Fighting process. A round is finished when all characters have taken a turn. 21. AUTO-ROLL Don't have a die handy? Make an AIM chatroom and type "//roll" (without the question marks) to roll two virtual six-sided dice. |
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COMBAT FIGHTING Now that we've gone through the basics, it's time to take a look at the actual fighting aspect of Combat. Here is a step-by-step guide to going through it. It's especially handy for CWs. STEP 1. HIT OR MISS: This step is probably the most important part of Combat. It decides if the attackers hits his/her opponent or misses them (note - hitting the opponents weapon in a clash counts as a hit). Depending on the Experience Level of the characters (see below), you roll 1-4 dice. Remember to subtract half of the attacker's AS from the defender's ES. Follow the outcomes below. 1. MISS: If the number you rolled is equal to or less than the defender's ES, than the attack misses. This turn ends and it is now the next player's turn. 2. HIT: If the number you rolled is higher than the defender's ES, they did not evade the attack and a hit has been made. Continue on to Step 2. STEP 2: CLASH OR SUCESSFUL HIT: Next you need to determine if the attack hits the defender's body or if the defender clashes weapons together. Roll two dice. Certain items cannot Clash. See which ones can and cannot in their descriptions on the Weapons pages. 1. CLASH: If the dice roll is equal to or less than the defender's DS, then the two combatants' weapons clash. For every two clashes, the defender's DS is changed by -1. 2. SUCCESSFUL HIT: If the dice roll is higher than the defender's DS, a successful hit has been made. Continue on to Step 3. STEP 3: HIT AREA: Now you roll to see where the defender is hit. You will roll 2 dice. Add the attacker's ACS to the roll. Check the list below to see what rolls do what. Remember that certain Armor blocks certain areas from being hit. 2. MINOR INJURY: Minor Injuries are minor hits like scrapes or a hit in the finger. They effecr the opponent's ES by changing it -1. 3. OPPOSITE ARM HIT (MINOR): A fair hit on the defender's weaker arm. AS is lowered by -2. 4. DOMINANT ARM HIT (MINOR): A fair hit on the defender's stronger arm. AS is lowered by -3. 5. BODY HIT (MINOR): A fair hit to the defender's main body. Lowers DS by -2. 6. LEG HIT (MINOR): A fair hit to one of the defender's legs (CW flips a coin if it needs be determined). ES is lowered by -2. 7. HEAD HIT (MINOR): A hit to the defender's head. Causes -3 ACS. 8. OPPOSITE ARM HIT (MAJOR): A devastating blow to the defender's weaker arm. AS is lowered by -4 and that arm cannot be used (meaning prior attack moves and two-handed weapons cannot be used). 9. DOMINANT ARM HIT (MAJOR): A devastating blow to the defender's stronger arm. AS is lowered by -5 and that arm cannot be used. Very harmful, as the defender's main weapon cannot be used in most circumstances. 10. LEG HIT (MAJOR): A devastating blow to one of the defender's legs. ES is lowered by -12. If this is rolled again, both legs are hit and ES is lowered by -22. 11. BODY HIT (FATAL): A devastating body hit that kills the defender. 12. HEAD HIT (FATAL): A devastating head hit that kills the defender. |
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EXPERIENCE LEVELS In the past, Combat has been rather strange. When combatants had low-level ES, they would almost always hit the opponent because both had such low scores. In 4.0, Experience Levels help to make Combat a little more realistic. If characters have low ES, then less dice will be used. Only the number needed is used. However, if a character is one away from or equal to a dice roll max (6, 12, 18), you must add another die. Here are some examples below to help clarify. - Character 1: ES 5 ; Character 2: ES 7 2 Dice Used - Character 1: ES 5 ; Character 2: ES 11 3 Dice Used - Character 1: ES 5 ; Character 2: ES 22 4 Dice Used - Character 1: ES 4 ; Character 2: ES 4 1 Die Used |
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COMBAT EXPERIENCE One incentive to participate in Combat is Combat Experience. Combat Experience gives you XS bonuses. Combat Experience comes from killing another player. Wounding a player, letting them live, or having a person fighting with you kill them does not gain you Combat Experience. Combat Experience is not given if you kill NPCs or monsters. If you kill an NPC guard, you receive 1/2 of the Experience you normally would. Here is the number of Combat Experience you will gain for defeating different Weapon level characters. Level 1: 1/2 point Level 2: 1 point Level 3: 2 points Level 4: 3 points Level 5: 5 points Attaining 5 Combat Experience Points will get you +1 AS. With 10 Combat Experience Points, you receive +1 AS and +1 DS. Gaining 20 Combat Experience Points will get you +1 AS, +1 DS, and +1 ACS. |
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