Post by Shenron on Oct 27, 2020 18:57:02 GMT
Combat and Stats
At character creation, players have 100 points to distribute among their four stats. The minimum amount any one stat can posses is 10 points.
I. Semi-Freeform. DBA uses a semi-freeform combat system with stats. This means that players are free to preform any sort of action in combat without needing to roll dice or compare armor classes.
II. Actions Per turn. While there is no hard cap on the amount of actions a character can take in a single post, it is recommended that a player keeps this to two or three. That said, characters can only make one attack that would mechanically damage an opponent. Even if a character fires two Kamehamehas, only one's damage would count for anything.
III. Statistical Comparison. A character's stat totals are decided during character creation and can only be rearranged later through the use of an item or wish. A single stat can usually range from 10-70 and represents a percentage of a character's total power level. A character with a PL of 1,000 and STR of 25 would have an effective STR of 250 for example. To get this we simply take the character's PL x .25 or the stat value we're trying to calculate. Offensive techniques have their damage compared to an opponent's END to determine how effective they are.
IV. Godmodding. Controlling another player's character in combat is forbidden without express permission. Abusing dodges and dodging techniques such as afterimage or blink can also be considered godmodding. Finally, using cannon NPCs to assist your character in combat is considered godmodding. Do not godmod in any way.
V. Combat Superiority. Not every fight is on even footing, sometimes one character is much stronger than another. To give a rough idea as to how this should look, a character with an END four times greater than an attack's damage would receive negligible damage from the attack. This can be illustrated by the table below:
In a similar fashion, a characters ability to dodge incoming attacks is also effected by power difference. This can be illustrated by the table below:
II. Actions Per turn. While there is no hard cap on the amount of actions a character can take in a single post, it is recommended that a player keeps this to two or three. That said, characters can only make one attack that would mechanically damage an opponent. Even if a character fires two Kamehamehas, only one's damage would count for anything.
III. Statistical Comparison. A character's stat totals are decided during character creation and can only be rearranged later through the use of an item or wish. A single stat can usually range from 10-70 and represents a percentage of a character's total power level. A character with a PL of 1,000 and STR of 25 would have an effective STR of 250 for example. To get this we simply take the character's PL x .25 or the stat value we're trying to calculate. Offensive techniques have their damage compared to an opponent's END to determine how effective they are.
IV. Godmodding. Controlling another player's character in combat is forbidden without express permission. Abusing dodges and dodging techniques such as afterimage or blink can also be considered godmodding. Finally, using cannon NPCs to assist your character in combat is considered godmodding. Do not godmod in any way.
V. Combat Superiority. Not every fight is on even footing, sometimes one character is much stronger than another. To give a rough idea as to how this should look, a character with an END four times greater than an attack's damage would receive negligible damage from the attack. This can be illustrated by the table below:
Negligible Damage | When a character's END is x4 greater than an attack's damage. |
Very Minor Damage | When a character's END is x3 greater than an attack's damage. |
Minor Damage | When a character's END is x2 greater than an attack's damage. |
Moderate Damage | When a character's END is equal to an attack's damage. |
Major Damage | When an attack's damage is x2 greater than a character's END. |
Massive Damage | When an attack's damage is x3 greater than a character's END. |
Lethal Damage | When an attack's damage is x4 greater than a character's END. |
Fatal Damage | Instant Death, when an attack's damage is x5+ greater than a character's END. |
In a similar fashion, a characters ability to dodge incoming attacks is also effected by power difference. This can be illustrated by the table below:
Can be effortlessly dodged without any stamina drain. | When a character's AGI is x4 greater than an attack's damage. |
Can be easily dodged with minimal effort, and minimal stamina drain. | When a character's AGI is x3 greater than an attack's damage. |
Can be dodged with some effort, and slight stamina drain. | When a character's AGI is x2 greater than an attack's damage. |
Can be dodged with a decent effort and moderate stamina drain. | When a character's AGI is equal to an attack's damage. |
Can be dodged with a large effort and high stamina drain. | When an attack's damage is x2 greater than a character's AGI. |
Can be dodged with a huge effort and heavy stamina drain. | When an attack's damage is x3 greater than a character's AGI. |
Can only be partially dodged at best, and is heavily draining to do so. | When an attack's damage is x4 greater than a character's AGI. |
Cannot be dodged. | When an attack's damage is x5+ greater than a character's AGI. |
At character creation, players have 100 points to distribute among their four stats. The minimum amount any one stat can posses is 10 points.
-Strength (STR): Strength represents a character's physical might and muscle mass, physical attacks are made with strength.
-Agility (AGI): Agility represents a character's speed and reflexes, characters with high agility are capable of dodging more often than others.
-Focus (FOC): Focus represents a character's ki control and manipulation, ki attacks are made with Focus.
-Endurance (END): Endurance represents a character's stamina and vitality, characters with high endurance are capable of surviving greater attacks.
-Agility (AGI): Agility represents a character's speed and reflexes, characters with high agility are capable of dodging more often than others.
-Focus (FOC): Focus represents a character's ki control and manipulation, ki attacks are made with Focus.
-Endurance (END): Endurance represents a character's stamina and vitality, characters with high endurance are capable of surviving greater attacks.