Post by [GM] Kyo on Dec 10, 2013 10:22:17 GMT -5
Combat
Combat at Dark Crusade is unique compared to most role playing sites, and our main difference from most of them. While we love to play out our characters and make them do whatever unique abilities they may have, we look to demote "god-moding" and love the idea of character growth. This is why we have our level system, equip system, and skill system in place. In combat without a mod present you may determine the victors of fights within reason. If you fight a level 4 wolf while you are level 1, chances are youre going to die, or at least barely survive. If you are a level 3 player fighting a level 4 wolf, you have a good shot at winning. For the most part generally speaking, the high-leveled, better skilled, better equip player beats the one who lacks those things. If a level 10 player is wearing tattered cloth clothing and a 1 attack wooden club though, he probably loses to the well equip level 3. At the same logic, the level 100 player wearing that same gear would more than easily take down the level 10 player, even if the level 10 player way well equip.
As for the actual combat of the game, you choose your actions. Whatever your character does you just type that out. Remember that if your playing against another player you have to specify where at them you swing or shoot so they have a chance to block. Do not ever state that you hit the player unless they agreed to being hit.
While in events it is a bit different. In events you still choose your actions, however the event mod will do all of the math and figure out who wins based on all of the variables in play. The monster will take x damage and then retaliate, dealing x damage, entirely based on stats and rolls.
Abilities
Abilities here are active combat skills which level a seperate way from other skills. The way to level an ability is to offer up a portion of experience to do so. The portion of experience varies on skill level. The formula to determine experience needed to to level up an ability is Rank x 250. To get a new ability it is 250 as expected. Abilities can vary from spells to shield bashes to heals to a double swing with a sword. All abilities are 'non unique' meaning anyone can learn your ability if they so choose provided they get it to the same rank. Abilities MUST require a weapon. Spells require catalysts, Sword swipes require swords, ect. It must be resolved down to a specific weapon skill. (or multiple but meaning requires ALL of, not one of) In order to level up an ability you must have a skill level of (weapon skill = (rank x 10) - 9) meaning for a rank two bow ability you need 11 Archery. The actual level of the ability will determine how effective it is at what it is used for. If that Level 1 Archery ability is a double strafe, firing two arrows at once, than the Level 2 ability which required 11 Archery and 500 exp to claim would be either a triple strafe, or perhaps increased damage on the double strafe. All rank one abilities that are damage boost oriented are roughly 50% stronger than a basic attack and gain roughly 25% more damage per rank up.
While posting in non-event threads damage isn't really all too important, you only use it if you choose to use it.