First of all, Dragonmoon has a system that is diffrent than all others. The fighting simply consists of 3 actions, every action determined by 2 rolls for attacking and other smaller actions that determine the sucsess of what will happen.
Battle Stats
Hit Points:These are what you can take before falling dead or KO. When making
a char they ar determined then you will roll every level for the amount of increase.
Remember...this is the amount of life you have or dont have.
Attack Rate:This determines how much skill you have to a melee weapon. This is meassured in a addition to 0% as a base cost. Now you must choose a type of weapon at level one as your primary, along the way you can learn to use more and better. With every level a 1d4 is rolled to increase the base cost.
Range Rate: This is the same with Attack rate but has to deal with ranged weapons. There is a list on pages ahead of those weapons that you may start with and move to be gained later.
Poundage:This is the damage that a weapon puts out. This is measured in pounds and damage type. If someone shoots you its gonna hurt. If you get slashed by a sword, thats gonna hurt too. But its all based in the amount of preassure that one has to put into the attack and the sharpnes that such a weapon has or bluntness that it has to smash with. Its meassured by the weapon and the weapon, if magical or enhanced, wukk have a pluse to it. Listed along with the percentages is the damage or (Poundage) of every basic weapons.
Counter: This is the amount of additional points that you have to use on countering in battle. Every level roll a 1d4 to increase the base cost starting at 0.
Dodge:This is the counter percent to use against others hitting you. You can use it when you are dodging. roll a 1d4 tevery level and start with 0 as the basecost.
Other Actions
Movement:Yes, the basic action of this game, moving. You can move anywhere within
the fighting area with a single move. The problem is Once you are done moving
you can only do 2 more actions. The best way to fight is bring your enemys to
you and pick them off in a cluster or charge with your friends and pummle them
with crazy attacks from all sides.
Mid-Battle Tactics:You can always reserve a move. Take it to the next turn or use it to block an attack, perrie it with an attack of equal strength, take the hit and counter with an additional damage and percentage to hit or just plane old dodge the attack.
Example of a fight: Mike moves up to Ryu and attacks with his knife with his skill at +5 he rolls 1d100 and gets a base of 62% then he adds the 5 getting 65% so he has hit Ryu. He then rolls his knife damage which is only 2d4+1 and gets a base of 2 and adding the 1 giving him a 3, thus damaging ryu by 3. Mike then uses a move to dodge. Ryu attacks with all 3 truns with the same attack;punching at him 3 times calculating like this 1d100+15* (83), 1d100+15 (45), and 1d100+15 (91) Therefore Ryu hit twice. He then calculates the first hit but mike dodged it when he rolled and got a (85) just barly escaping. But Ryu still hit the seconds time doing 1d4+6 (10) damage to Mike. Thus now they have