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 5. - Combat Rules

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PostSubject: 5. - Combat Rules   5. - Combat Rules EmptySun Jul 05, 2015 11:41 am

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PostSubject: Re: 5. - Combat Rules   5. - Combat Rules EmptySun Jul 05, 2015 12:31 pm

Introduction to Combat


Combat is a big part of the Hunter X Hunter Universe. Obviously it is also a part of this Forum. We use two different rules of combat: Simple Combat and Advanced Combat.

Simple Combat is used for PVE (battles with simple NPCs) only. You may also chose to PVP using Rules similar to Simple Combat, but such fights will have no influence on any of the involved Characters.

Advanced Combat offers a more strategical approach to combat and is required for "real" PVP (including special NPCs), but also requires the User to pay attention to a lot more things.

First and most important: If a user abuses or missuses any of the following rules a mod should be called to evaluate the fight right away. Only the most recent post will be evaluated!


Last edited by Admin on Wed Jul 08, 2015 3:13 am; edited 5 times in total
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PostSubject: Re: 5. - Combat Rules   5. - Combat Rules EmptySun Jul 05, 2015 12:33 pm

Simple Combat


First of most NPCs unless they are special NPCs represented with their own Forum Account are controlled by the User or Users engaging them in combat, which means that during one post actions from both sides can happen.

Because of this a lot more time can pass in one post and the Character can access more than their usual Usable Nen, which means this attribute can be ignored and the Character is only slightly limited by their total Aura. That does not mean that you can suddenly pretend to be a god and blast all your Aura around at once. Keep it measured!

The next part of simple combat is the opponent's Health, Aura and Attributes are usually not provided as exact number, so you can also ignore exact damage values or how your Attributes match up to their Attributes to some degree.
A NPC will usually have a small description, which explains what he or she is able to do. Take a look at your own Character and see how you would match up against that. Again do not suddenly turn into a god unless the NPC is described as very weak you will not K.O. them in one hit.

The most important part of Simple Combat is your own creativity, enjoy it and do not worry about the numbers too much. Just keep it measured or Mods might punish you for it!


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PostSubject: Re: 5. - Combat Rules   5. - Combat Rules EmptySun Jul 05, 2015 12:36 pm

Advanced Combat


Well here is the main dish for combat enthusiasts. Be ready to take some notes and keep a calculator ready, to keep the many options Advanced Combat balanced there are a lot of numbers involved. Every post of Advanced Combat requires you to post your Character's Attributes, involved Items and the full text of techniques you use, including the boosted values in a Spoiler-Tag below your post.

Example wrote:
Health: 212 / 250 (Current / Max Health)
Aura: 280 / 300 (Current / Max Aura)
Useable Aura: 30 / 40 (Used / Max Useable)

Strength: 20 (Base)
Precision: 30 + 10 (Base + Boost)
Resilience: 20 (Base)
Speed: 30 + 10 (Base + Boost)

(Weapon the Character is using and all its values)

(Technique the Character is using and all its values)

Taking part in PVP also requires the users to post within 24h of their opponent's previous post, unless all participants agreed otherwise. If a user fails to post in time, without a good reason, the Character will faint, again unless all participants agree otherwise.


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PostSubject: Re: 5. - Combat Rules   5. - Combat Rules EmptySun Jul 05, 2015 12:39 pm

Three Resources


First you will need to in understand how your three resources affect combat.

Health: In RPG terms this is your Character's HP-bar, when the Character take damage this value will lower, when it reaches 0 the Character will faint or even die.
If the Character gets hurt during a fight he or she will recover once you exit the Topic and join a different one.

Aura: In a classical RPG this would be the MP-bar, but since this also represents the Character's spirit, once this hits 0 he or she also faints.
All Aura is regained once you exit a Topic and join a different one.

Usable Aura: This represents the Aura your Character can pull from their total pool in the time of one post. You can use this to boost attributes, use techniques or other things like for example break free from manipulation. Unless said otherwise, the Character will not lose all of the Aura you use and 90% of it will return back to his or her total Aura to be used again at a later time. For example if you use 50 Aura the Character will only lose 5 of that. Also half of the Aura you do not use for anything, can be carried over to your next post and will be added to the Usable Aura of that post.

As you can see Usable Aura affects your combat performance greatly. There are two standard uses for it. Boost Attributes or use Techniques.

Boost Attributes: Aura can be directly applied to your Character's Attributes. Turning Aura directly into additional Strength, Precision, Resilience or Speed. Without any extra bonus the rate is always 1:1, which for example means you could boost your Strength of 10 to 15 by using 5 Aura on it and strengthen your attacks like that. The only restriction to this is that you can never apply more Aura than basic points in the Attribute, which means for example if your Speed is 40 you could not apply more than 40 points to it.  

Use Techniques: Each Technique has a minimum value of Aura required to use it, for example transmuting a part of the Character's Aura into fire and throwing a blazing punch could require 10 Aura. Additionally to this the Character could put more Aura into the technique to boost it's strength, in this example to increasing the heat or size of the flame, for another 10 Aura to gain a boost to the damage it does.

Some Nen Types affect these uses or create different ways to use Aura, for this please consult the Nen Type Rules.


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PostSubject: Re: 5. - Combat Rules   5. - Combat Rules EmptySun Jul 05, 2015 12:41 pm

Damage


We are not playing cards here when we duel or engage in a brawl, so your Character is bound to take some damage. Damage taken is calculated based on the kind of attack.

Damage Taken = A – D

“A” representing the attack done and its damage value. “D” standing for the value of the defence you put up.

Simple Attack: A = Strength or (Weapon's Linked Attribute + Weapon's Damage Value)
Technique Attack: A = (Technique's Linked Attribute + Technique's Damage Value)

Taking the Hit: D = (Resilience)
Technique Defence: D = (Technique's Linked Attribute + Technique's Defence Value)

Defending: A Nen Technique or attack involving Aura can only be blocked with Aura boosted Resilience or a Nen Technique. The Aura spend on Resilience must be at least 1/5 of the Aura used on the incoming attack, if no Nen Technique is used, otherwise your Character takes the full damage of the attack (D = 0).
When defending against a technique use common sense! For example if a Technique lets you create a wall in front of you, it will not work against an attack coming from below or above. 

Attack Collision: When two attacks collide the attack with the higher damage will push through and deal damage to the opponent. The damage it does is calculated like this: Damage Done = Higher Damage – Lower Damage. This damage can not be evaded or reduced by resilience.

Damage Effect: When your Character take damage remember that it affects your Character. The Character might flinch or his or her actions could be interrupted. If the damage taken, after calculating it, is at least half as high as your Character's Resilience, he or she will at least flinch or be slowed down for a moment. If the damage taken is equal to or higher than the Character's Resilience, it will most likely interrupt his or her actions or even knock the Character down.


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PostSubject: Re: 5. - Combat Rules   5. - Combat Rules EmptySun Jul 05, 2015 12:45 pm

Brutal and Shock Damage


If a Character or object takes a huge amount of damage at once it will affect them greatly.

Maiming: If an attack deals damage equal to 1/4 of the target's health it can destroy a body part fully. A sharp attack can cut of a limb or a blunt attack break it. This damage is lasting, till the hurt Character visits a hospital.

Instant K.O.: A attack that deals damage equal to or more than 1/2 of the target's health will instantly knock that target out, all rules for fainting apply.

Breaking an Object: Objects, even those created with Nen have durability, that acts like their health. If the durability reaches 0 they break. Also if they get hit with an attack equal to or more than 1/2 their durability they break in one hit. More Rules regarding Objects and Items can be found here.


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PostSubject: Re: 5. - Combat Rules   5. - Combat Rules EmptySun Jul 05, 2015 12:45 pm

Evading Damage


Evading Melee Attacks: Fully evading a melee attack and avoiding any form of damage, becomes possible with Rank 5 Speed and can only be done if your Character's speed is at least one rank higher than your opponent's. If your Character gets surprised he or she needs to be two ranks faster.

Evading Ranged Attacks: Most ranged attacks, like Emitter Nen or Guns, can not be avoided without cover, unless your Speed is atleast Rank 5 and two Ranks higher than your opponent's Precision. Cover may be part of the surrounding or created by a Character. When using Cover please use common sense, you will not avoid a barrage of bullets while dashing towards (or conjuring) it and you will not be able to attack freely from cover. Cover like any object will also have durability, for more information can be found in the Objects and Item Rules.

Backing Away: When backing out of the reach of an opponent, without enough speed (1 Rank above the opponent) or a proper disengage skill, your opponent can throw in a follow up attack, which's damage is reduced by your Resilience and then halfed.


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PostSubject: Re: 5. - Combat Rules   5. - Combat Rules EmptySun Jul 05, 2015 12:46 pm

Brawls


A brawl is considered a fight involving more than two people. In such a fight the posting order of people is based on their natural, not-boosted Speed and posts have to be made within 24 hours of the last post, unless all users involved agree otherwise. Not posting in time, without a good excuse, will result in being removed from the brawl and the Character will be treated like he suddenly had a unlucky movement or health problem that caused him or her to faint, again unless all users involved agree otherwise.


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PostSubject: Re: 5. - Combat Rules   5. - Combat Rules EmptySun Jul 05, 2015 1:17 pm

Fainting, Death and Hospitals


In combat it is not rare for one person to win and the other person to lose. If a Character's Health or Aura reaches 0 or he gets hit with Brutal Damage he or she will faint or even die.

Fainting: This means your Character loses consciousness and can not fight any more. If a Character with a Healing Technique is present that Character can bring you back on your feet, but you will not be able to continue fighting in the same Topic and lost either way. If no such Character is around you will end up in the closest Hospital. While the Character that beat you is able to take one of your Items if he or she wants to.

Death: Death is only possible in so called “Death Zones”, these are Regions in which it is possible for your Character to die if your opponent chooses to kill him or her. If the Character dies he or she is gone, you get to keep absolutely nothing, the only option you have is to make a new Character. The only exception is that your next Character starts with twice as much starting EXP.

Hospital: Hospitals can be found in almost all cities and offer multiple services for you and your Character.

  • Respawn: When your Character faints he or she wakes up in a hospital. This service costs you 50%, 40% if you are a Hunter of your money, but at least you are fully healed.

  • Reattaching or Fixing Limbs: If the Character loses a limb it is considered permanent, till he or she visits a hospital, where you can get it fixed for the fee of 15%, 10% if you are a Hunter of your money.

  • Safety Contract: Death Zones can be quite scary, but for the minor fee of only 50% of your money (minimum one million) you can make a Death Zone into a normal zone for your Character, where if you faint someone will get you and bring you back to a hospital of your choice. The money can not be reimbursed if you do not faint, but if you do all costs are already paid for. After using this service the zone returns back to being a Death Zone and you would need to get a Safety Contract again.

  • Face Change: You do not like how your Character looks? Do not worry for only all of your money (minimum 100,000) you can change his or her look and even gender.
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» 1. - Forum Rules
» 2. - Roleplay Rules
» 3. - Character Rules
» 4. - Nen Ability Rules
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