PLAYED BY A KEYBOARD WITH BIRD SEED FOR KEYS
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Jul 21, 2015 2:34:59 GMT -7
Post by Corbeau on Jul 21, 2015 2:34:59 GMT -7
introduction Reset uses a simple element and number system for fights. Overall any combat is freeform, with the numbers influencing how you would write the fight out. We trust you to take into account level differences, fighting styles and any status ailments.
tl;dr skill level - monster level = how difficult the fight should be
Unless stated, you are safe to assume a spawned monster is free to be controlled by any member and does not have a required post number! You may also request a staff member controls a normal monster anyway.
You are not allowed to say the monster or Monster Gate dropped an item. You are not allowed to say a monster was tamed.
Each monster will have a level, an element, a short description of how the encounter started, and a link to the Bestiary Entry. Some may have extra notes such as being able to poison a character or healing other monsters. In the case of a Monster Gate, Miniboss or a Boss, you will always receive a post minimum for defeating the monster(s).
a note on hit points (hp)
Reset currently does not have an OOC HP system. We are trusting members to appropriately deal with in character fatigue, injuries, and general wear and tear. Some characters will be better at dealing with pain, others will faint at a tiny woolie headbutt - everyone is different!
magic and weapon types
tl;dr be aware of the IC differences between weapons and magic types Each weapon has no innate OOC difference on their own, that is dependent on what you have crafted and what the character’s levels are! It is mainly the IC way you write the fighting that sets each weapon type apart. Be sure you keep track of your weapon skill levels too! Magic on the other hand has more OOC and IC differences. See the Magic thread for more information. Fire and Water do extra damage to the other Earth and Wind do extra damage to the other Light and Dark do extra damage to the other Love does not do extra damage against other magic but will resist all other magic types starting at level 40 Matchup | Level Change
| Element is effective
| +5 | Element is the same
| -5 | Element is unrelated
| No change
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For example, if a character uses a water spell on a fire monster, they gain an extra +5 levels for that matchup! But if they used that same water spell on a water element monsters, they would take a -5 penalty to their level!
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PLAYED BY A KEYBOARD WITH BIRD SEED FOR KEYS
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Jul 21, 2015 2:44:00 GMT -7
Post by Corbeau on Jul 21, 2015 2:44:00 GMT -7
levels and modifiers
tl;dr all skill levels are individual, any difference bigger than 10 will change the difficulty greatly See this thread for further information about how to gain levels and what the skill categories are. Combat uses the various weapons and magic skills. Normal wild monsters only have one level to worry about. Characters should be aware that their skill levels are all individual before charging into battle - having 15 in Spears is not the same as having 23 in Axes!
Please do not metagame and try to power level characters. Be aware of how the characters would actually react and deal with powerful monsters, and whether they would even take the risk of going to areas with them in the first place. Attempts to power level another character will result in OOC and IC consequences. Powerleveling is counted as metagaming which is against the site rules.
When dealing with certain monsters, Monster Gates, and level differences, you may be given a post requirement. This is how many times the participants of thread must each post at the minimum to defeat the monster(s) and dispel any Monster Gates.
Difficulty and levels gained
there's a table meant to be here but I don't feel like doing it right this seond
Defeating a monster encounter gives levels for the weapons and/or magic used in the fight. If two different attack methods are used, the exp is halved, rounded up. Skills also gain a bonus +1 for every third page (3, 6, 9 etc.) the thread has!
For example, a character uses a water spell along with hitting a monster with their spear. They defeat the monster and gain 2 levels, and since they used two different skills, their water and spear levels go up by one.
injuries tl;dr permanent injuries are permanent, no amount of magic will change that
Guaranteed injury means you will be breaking bones, you will be getting knocked out at times, you will be taking a costly trip to the doctors if you don’t have someone to help, as well as dealing with the IC fallout of the character trying to do something way out of their skill level.
Staff will never force a permanent injury on your character without discussing or warning about it before a fight occurs. Likewise we expect members to not have their character receive a permanent injury without first talking to the staff. When an injury is permanent, it means permanent, no amount of magic will change it. There is no magical sparkly way to “fix” permanent injuries and other disabilities.
ailments tl;dr mostly have IC differences, decrease your level slightly and can be cured by various things
Be it from eating something you shouldn’t, getting stung by a scorpion, or just staying up late, there are various ailments your character can end up with. Monsters will have a note about what they can cause in both the encounter post and in their Bestiary entry. You can also craft weapons that have a chance of causing an ailment when used or cook up something to throw into their mouth!
Most ailments have a Love spell that will cure it, a medicine that can be created with an Alchemist license, and at least one Food you can cook. Some crafted items may also alter how ailments interact with the character - make sure to read through the known recipes to see if there’s something you can use!
Character can apply ailments on monsters too! The below table is the same for monsters.
THERE'S MEANT TO BE A TABLE HERE TOO
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