Post by Mavrik on Jul 4, 2024 11:08:42 GMT -6
Starting a Battle
When starting a battle, each participant will make at least one (1) post without battle information known as their Introductory Post. Inside this post, your character will be introduced to the battle. They may just be arriving, or are waiting for an enemy, or are responding to a sudden ambush in their thread. By the end of this post, your character should be aware a battle is happening and be ready to fight. However you get to that point is up to you.
In this Introductory Post, you need to make sure that you do several things.
List all of your Skills and Stats for your opponent to see. This should include your: Fighting, Energy Power, Reflexes, Resilience, HP, Morphing Pool, Melee Accuracy, Ranged Energy Accuracy, Defense, Damage Modifier, and DR.
List any equipment, traits, or class features that alter your Skills/Stats, your Starting Roll, or your available actions in your first turn of battle. Anything that does not affect these does not need to be shared at the start of battle. Your opponent doesn't have to know if you are wearing Training Gear, or even equipped with a Sword, for instance, since it doesn't affect anything until you activate it.
Roll 1d100. You can do this by typing "roll=1d100" surrounded by the BB Code brackets [ ]. This 1d100 is called your Starting Roll, and will determine who goes first in battle.
NOTE: The stats, natural power level, and skills you post in your introductory post are your stats, skills, and natural power level for the entire battle. Even if your character gets stronger due to other threads finishing while your battle is ongoing, your character's power in battle does not change.
Turn Order and the First Turn
After all introductory posts have been made, the player that had the highest Starting Roll may take the first turn; The player with the first turn may choose to give it to the next highest roller, if you would like. After this, post order is determined by descending from the highest roll. After the last person in the post order has made their post, it returns to the first poster.
For example, if Jason, Tommy, and Rita entered combat and their rolls were: Jason- 70, Tommy- 72, Rita- 16… then the post order would be Tommy first, then Jason, and finally Rita. After Rita takes her turn, it would be Tommy’s turn again.
However, Tommy could choose not to take the first turn in battle. If he does, Jason, having the next highest roll, would take the first turn instead.
Every player's first turn in a battle is unique in that you may not perform any techniques that target your opponent(s). This is a turn in which you are able to use any Utility/Defensive Techniques, Items, Traits, Transformations, etc, to prepare for the coming battle. The only exceptions to this rule are: If you have an item or ability that states otherwise or you were attacked before your first turn. If an enemy has legally attacked you before your first turn, you have no restrictions on your actions that turn.
Statistics, Stacks, and Tracking
Every post in battle should update you and your opponent on a few key details. You can include these at the top or the bottom of your post, or even scattered about in different places, depending on your own personal style, but each post must include:
All of Your Statistics: Battle Power, HP, Temporary HP, Morphing Pool, Melee Accuracy, Ranged Accuracy, Defense, Damage Modifier, Morphing Pool Cost Modifier, and DR.
All the damage you received as a result of attacks hitting you this turn. Be sure to include which enemies hurt you (for the sake of DR).
Any positive or negative effects currently affecting you, and how long they will last.
Any Techniques, Items, Traits, Class Features, or other abilities that you activated or took advantage of this turn.
Anything that has a usage limit should have its uses clearly indicated. If anything has reached its use limit, indicate that as well.
In addition to the above info, some effects may grant you “Stacks” of certain things. You need to be sure to accurately and clearly state how many “Stacks” of a particular effect that you have during each of your battle posts. As an example, if you had 3 “Momentum” stacks granted by the Skill Trait “Momentum”, you would need to include that during your post!
This is a lot of information to remember at first, but as you establish your own signature style, you'll begin to do a lot of these naturally anyways. Sharing this information not only keeps your opponent in the loop so they know all your moves are legal, it also reminds you so that you don't use an illegal move or try to do too many things in a single post.
Actions
During your turn, you are allowed 1 Bonus Action and 2 Standard Actions by default. You may also use any At-Will actions where-ever you would like during your turn, if you have any. You must include what each Action is being used for in your battle posts; if nothing is being done with an action, you may instead write “--”, “N/A”, "None", or whatever you see fit to indicate that you have not done anything with that action, but you need to make sure you mention all of your available actions, so there is no confusion about whether or not you "forgot" to do something. Below, you will find the descriptions of each Action type.
STANDARD ACTION: By default, you get 2 Standard Actions during your turn. These actions are most commonly used for Techniques that attack your opponent, such as Special Techniques or Basic Techniques. You may always convert any unused "Standard Actions" into "Bonus Actions" at any time.
BONUS ACTION: You get 1 Bonus Action by default during your turn. Bonus Actions are typically used for Utility Techniques, Items, and Basic Techniques.. You may not sacrifice Bonus Actions to gain additional Standard Actions.
AT-WILL ACTION: You have no limit to the number of At-Will actions you may take during a turn, but you may only use 1 of each specific At-Will action during each turn unless an effect specifically states otherwise.
“REACTIVE” ACTIONS: This is a special classification of action types seen above. When an action is listed as a “Reactive” action, it means that its effects take place before anything else during your turn- even before you would be hit by an opponent’s actions! As an example: Your opponent’s Strike has an attack roll of 90 and your Defense value is only 80. You use the Rapid Movement technique to increase your Defense by +25, meaning that your Defense would then be 105. Your opponent’s Strike roll no longer beats your Defense, and you would avoid being hit!
Actions make up the bread and butter of your posts in battle, so be sure you check which types of actions are required by your various abilities before using them!
Rolling Dice in Battle
Oftentimes in battle, you will need to roll dice. This happens anytime you try to attack an opponent, or anytime you try to inflict a status, or whenever you roll to see which player goes first. There may be even more reasons to roll a dice! Anytime you need to roll a dice, simply type the following into your post, and a dice will be rolled:
roll="1d100" inside BBCode Brackets []
This will roll 1 singular dice with 100 sides and put the result in your post.
The following will produce a random dice roll. If you wish to add your modifiers into the dice roll, you can do so by simply adding them after 1d100, like so:
roll="1d100+25" inside of BBCode Brackets []
This will roll a d100, add 25 to it, and put the result into your post.
It is highly important that you do not edit the dice roll after you make it. You can edit the post all you like. You can edit the spacing around the dice and all the text of your post. But do not erase or edit the roll=1d100 code, as that will break the dice roll. Sometimes it will stop displaying. Sometimes it will roll a new dice altogether. The important thing here is: Editing your dice roll is considered cheating. Repeatedly causing your dice to reroll or break, often aiming to get a more favorable roll, is punishable by consequences including but not limited to: immediate loss of the battle, loss of all post battle rewards, forfeit of any bounties collected, board suspension, and banning from the forum. So don't do it!
If you find yourself in a position where you typed the wrong number for your Bonus (too much or too little) or forgot to add it in when you rolled, simply edit your post afterward and put a note under your die roll with a "EDIT: I forgot to add my Class Accuracy Bonus. This 17 should get +5 and be a 22".
Example Battle Post
This is what an example Battle Post might look like:
Johnny Trucker had not expected the fight to begin so quickly, yet here he was. It was time to get rooting, and tooting and boot scootin’. Already his opponent had thrown out a punch and Johnny had gotten out of the way just by the edge of a hair’s width. Now the long haul trucker charged forward at his opponent, balling up his fist and preparing a good old fashioned punch. At least, that’s what it looked like he was going to do at first, because when Johnny finished the muscular trucker dropped to the ground with an example of the splits. As the blonde haired ponytail of the trucker touched the ground for a second, he slapped his hands against the ground and threw himself up, trying for two upper cuts into the torso or jaw. Jimbob the Motorcyclist was never going to smile the same way again if Johnny had his way. “You brought this on yourself! This is my bar! My turf!”
Standard Action 1: "Strike" Basic Technique
Strike 1 Dice Roll: 1d100+25: 11+25 = 36
Strike 1 Damage: Dice Roll: 1d8+1: 7+1 = 8
Standard Action 2: "Strike" Basic Technique
Strike 2 Dice Roll: 1d100+25: 87+25 = 112
Strike 2 Damage: Dice Roll: 1d8+1: 5+1 = 6
((We won’t actually be using the roll code here though I just gave it, but ultimately the first strike is a 36, and his opponent has a 5 reflexes for a total of 45 defense, so it misses. The second one is a 112, and over the threshold of his opponent’s defense. So it hits. He is using the technique ‘strike’ twice, and one hit so he rolls yet again, this time a 1d8. Dice Roll: 1d8: 6 = 6 with a whopping 5, he does 5 damage before any modifiers. With a 25 strength and his opponent not having a 20 or above resilience, Johnny does 6 damage this time. That was one whopping hit! Of course, Jimbob the Motorcyclist might have some fancy moves up his sleeve. He might be able Rapid Movement or one of another number of defensive maneuvers to get away from Johnny’s strikes.))
Johnny Trucker - Battle Power 1000 -
HP - 70/70 (0/0 Temp)
Morphing Pool - 100
Accuracy - 1d100+25 (Fighting) / 1d100+10 ( Energy Power)
Defense - 50
Damage Modifier - +1
Morphing Pool Cost Modifier - -0
DR - -1 to Incoming Damage.
Ongoing Effects: N/A
Damage Taken: N/A
Johnny takes no Bonus Actions this Turn.
Johnny takes no At Will Actions this Turn.
Battle Glossary
During battle you may often have to reference certain terms or mechanics to determine whether your attacks do what you intend them to do, or whether certain abilities are compatible. Read the below sections to get a good idea of how we "define" many of these terms and interactions before making any crucial decisions about your character's abilities or items!
What is an 'Attack'?
Several abilities, techniques, and items will reference the word "Attack" quite often. Here onPower Rangers: Fallen Grid, we define "Attack" very simply: Any, non-defensive technique that has the word "Attack" in its "Type" field is an attack. This means several important things are NOT attacks: Utility Techniques, Defensive Techniques, Class Features, Traits, and Item Effects are NOT attacks. So if your ability references 'attacks you make' or 'unresolved attacks', these big categories are not included.
Accuracy and Defense
When attempting to hit an opponent with a Technique of any type, the two most important things to consider are your Accuracy and their Defense. The simplest and most direct bonus to your Accuracy comes from your Fighting skill or your Morphing Pool skill, depending on what type of attack you are making. You would add your Fighting skill to your dice roll for Physical Melee techniques and your Energy Power skill to your dice roll for Ranged Energy techniques. Other abilities may also increase your accuracy, and they all combine together to form your "Accuracy Modifier". Each Technique you use rolls 1d100 and adds your Accuracy modifier to it. If the total result of your die roll meets or beats the Defense stat of your opponent, your attack hits that opponent.
In addition to rolling to hit an opponent, you also roll to determine how much damage you deal. Each Technique has their own base damage dice listed in their effects, so be sure to pay attention to that when deciding what dice value to roll. If you are successful in hitting your opponent, they would subtract the damage they take from their HP statistic.
Criticals
Sometimes when making an Accuracy Roll, you might be exceptionally lucky(or unlucky!) and roll a value that would be a Critical Hit or a Critical Miss.
Critical Hit
A Critical Hit happens when you naturally roll 95 or higher on your d100 accuracy roll. A technique that Critically Hits is considered to automatically hit their target and deals a bonus +5 damage.
Critical Miss: A Critical Miss happens when you naturally roll a 5 or lower on your d100 accuracy roll. A technique that Critically Misses is considered to automatically miss their target, even if your modifiers would have otherwise let you beat your target’s Defense statistic.
Damage
Damage is the amount of damage that you deal to an opponent or that you receive from an opponent. Damage done reduces the HP statistic of the character that is receiving damage; you are considered incapacitated or to have “lost” a fight when your HP value reaches 0.
Each Technique that deals damage has a base damage value listed as a dice in their effects. This dice determines how much damage your technique would deal before your damage modifiers are added in. Each damage dice that you roll is rolled independently and it is your target’s responsibility to add together the damage for Techniques that successfully hit them to determine how much total damage they receive during their turn.
Some techniques, items, traits, or other effects add bonus damage. Simply add this to your dice roll when writing your post. NOTE: If your ability adds an additional DICE of damage (such as adding +1d4) you need to make a separate roll, as two dice types [1d8+1d4, for example] will break the rolling code.
It is also important to note that effects that have an HP "cost" attached to them do not qualify as Damage. An effect with a HP "cost" may not have its cost reduced by Damage Reduction or other mechanics that reduce the damage that you take.
Damage Reduction
All players have a statistic known as Damage Reduction (often abbreviated to “DR”). DR subtracts damage from attacks (read the description above), and subtracts from the total damage done to you on your turn per attacker.
If you had a DR value of 4 and an opponent’s technique would deal 8 damage to you, you would calculate the actual damage done like so:
8 Damage - 4 Damage Reduction = 4 Damage Taken
If you had a DR value of 4 and an opponent attacked you three times at 3 damage EACH, you would calculate the actual damage done like so:
3 Damage x 3 = 9 Damage - 4 Damage Reduction = 5 Damage Taken
Note that you only applied your DR one full time, even though the enemy attacked 3 times. Your DR is applied once per attacker no matter how many times they hit you.
Rounding and You: When numbers get confusing in combat!
During combat there will be times when you need to either buff or debuff a number by a percentage in combat. Quite often when you do so, you are going to end up with a decimal, and need to know whether to round up or down. My friends, this is the section for you. To put it succinctly, here at Mighty Morphing Power Rangers: Fallen Grid we practice what we like to call 'Sportsmanship Rounding'. Basically, if you are BUFFING you want to round UP, and if you are DEBUFFING you want to round DOWN. Take a look at the examples below:
Johnny Trucker needs to power up! From his battle power of 2265 we have this calculation: 2265 times .25 = 566.25. so you would round it up to 567.
Johnny Trucker is using deflect to lessen incoming damage! He is hit for 45 damage reduced by 30% for deflect: 45 times .3= 13.5 or 13 as the damage is debuffed.
Johnny Trucker is missed by El Tornado's attacks. El Tornado is a ravager with Rushing and would have done 10 damage if his attack had hit. Thanks to rushing he does damage even though he misses, but only 15%. 1.5 Damage is 15% of 10, but because damage is considered a 'debuff' to another player, El Tornado rounds down to 1 and does 1 damage to Johnny Trucker by missing.
Johnny Trucker has passive 3 Morphing Pool regen every turn thanks to his handy kai robes! However, now he is Crippled and his regeneration is halved to 1.5. Since this is a debuff, he has 1 Morphing Pool regeneration per turn until he is free of the status.
Holding Back
When fighting an opponent weaker than yourself in a spar, you might find yourself wanting to hold back so they don’t feel distraught by the difference in your character strengths. You may at-will adjust your Accuracy modifiers, Defense, and Damage during spars for this reason. You cannot change how much total HP or Morphing Pool that you have during a spar, and you may use the Suppression basic technique to hold back your Battle Power.
NOTE: If you hold back your Accuracy modifiers, you cannot benefit from effects that trigger on missing an attack.
Battle Types
There are two types of Battles on Mighty Morphing Power Rangers: Fallen Grid: Spars and Life or Death Battles.
Spars are friendly fights in which two players are agreeing to have a training fight. Both players agree beforehand that no character will proceed beyond knocking an opponent out, and that no serious injury or maiming will occur as a result of the fight. No matter how badly the fight goes for either character, all wounds are superficial enough that they can be recovered from.
Life or Death Battles (LoD Battles) are serious, no holds barred battles where your life is on the line. You do not enter a Life or Death Battle just for fun, only when you truly intend to fight and potentially kill someone. By default, all bounty missions are Life or Death Battles. LoD Battles always carry the potential for Death or Serious Injury, so players MUST both agree to a Life or Death Battle in clear terms before the fight begins. You must also get a staff member to "oversee" the battle. They are not here to GM the fight, just to guarantee all players are being fair and not cheating during the fight, as well as to sort out what happens after the battle.
Losing a LoD Battle doesn't mean you immediately die, but it always means very bad stuff happens to your character. All results of a Life or Death Battle are decided by a GM. You do not get to decide what happens to you when losing a Life or Death Battle unless you have an ability that says otherwise. GMs will often give you several choices when a Life or Death Battle concludes about how to proceed. So do not enter them willy nilly if you aren't truly willing to take the risk.
How to Flee a Battle
Sometimes in a battle, you may decide that the fight is unwinnable or that you need to suddenly end the thread in order to travel to another location for an event or mission. In such times, you may decide to Flee that battle. Depending on what type of battle you are in, you will encounter different mechanics for fleeing.
Fleeing in a Spar is as simple as role playing leaving and notating a loss on your character sheet as well as turning it in as a loss to the grading thread. There are no penalties or punishments for fleeing a spar, since it was a friendly training battle.
When Fleeing A Life And Death Battle, players may roll at 1d100 per turn and on a result of 100, flee. Otherwise, the death battle continues as per normal.
Battle Power and Edge
Battle Power(sometimes abbreviated to just “BP”) is determined primarily by your total number of words written throughout the site. Battle Power other than Effort Points, is your primary marker of effort towards the site, and may be increased at its base amount only through posting, events, or one of the other approved methods. This base amount may be further increased in battle or by other effects, such as Power Up, Suit Transformations, and some Items. The primary purpose behind Battle Power is to grant an additional set of bonuses known as “Edge”. Edge has 4 levels by default and each level increases the value of your attack rolls, your damage, and gives you Damage Reduction versus foes that you possess Edge over; when calculating your Edge versus an opponent, it is important to note that your Edge level is relative to which opponent you are interacting with- for example, you might possess Edge 4 versus one opponent in a battle, but only Edge 1 versus a different opponent in the same battle.
Edge 1: Your BP must be 1.5x an opponent’s; you gain +2 bonus damage on all attacks, and +2 Damage Reduction.
Edge 2: Your BP must be 2x an opponent’s; you gain +5 to the value of your Accuracy dice roll, +3 bonus damage on all attacks, and +3 Damage Reduction.
Edge 3: Your BP must be 3x an opponent’s; you gain +10 to the value of your Accuracy dice roll, +4 bonus damage on all attacks, and +4 Damage Reduction.
Edge 4: Your BP must be 4x an opponent’s; you gain +15 to the value of your Accuracy dice roll, +5 bonus damage on all attacks, and +5 Damage Reduction.
Calculating Battle Power and Battle Power Terminology
Your Battle Power is determined first and foremost by how much you write. In general, your battle power is increased by 1 for every 10 words which you write. Battle Power you earn through writing & rewards alone is figured on your Character Sheet as a value labeled “Natural Battle Power”, and any effects that interact with your Natural Battle Power may be used to calculate values known as your “Base Battle Power” or your “Current Battle Power”.
Natural Battle Power: This is your BP as calculated by rewards you earn through roleplaying. It is the value that most passive BP modifiers will interact with.
Base Battle Power: This is your BP as presented at the start of a battle. It includes passive modifiers by traits, items, and classes. Anything used in battle that interacts with your BP by default applies instead to your “Current BP”- unless otherwise specified.
Transformed Battle Power: This is your BP after a transformation is activated. In most cases, it is a multiplier applied to your Base Battle Power.
Current Battle Power: This is your BP after any effects (Items, Transformations, Classes, etc) interact with your Base BP and should be displayed in combat beside your Base BP. Unless an effect would specify any other form of Battle Power, it interacts with your Current Battle Power by default.
Sometimes, you may find that two different effects are being applied to your Battle Power at once but specify different BP classifications in their effects- it’s critical to pay attention to these effects and where they apply to your BP calculations! As an example, Power Up increases your Current Battle Power by 25%, but Bashing reduces your Base Battle Power by 5%. Let’s look below to see how these would play together with a character with 1000 Natural Battle Power.
Character A has 1000 Natural Battle Power and no additional Passive Modifiers, meaning that their Base Battle Power is also 1000.
During battle, Character B hits Character A with a Special Technique that applies the Bashing effect.
1000 Base BP * .05 = 50.
Character A would then subtract 50 from their Base BP as such: 1000 - 50 = 950 (New Base BP).
Now, let’s suppose that Character A was currently under the effects of Power Up when they were hit by Character B’s Special Technique. Their calculations would be as follows:
1000 Base BP * 1.25(Power Up) = 1250 (Current BP)
When Character A becomes hit by the Bashing technique, his Current BP would become recalculated. If we remember from before, Character A’s Base BP while Bashed once was 950, so his Current BP equation would look like this:
950 * 1.25(Power Up) = 1187.5 (Current BP) or just 1187 (Current BP)
If your BP would end in a decimal at any point, always round that decimal up. The rule of thumb when rounding is if it affects your character you round up but if it targets another player you round down.