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Some Combat Styles may have special rules regarding their usage, such as requiring that a Character has bought Packs from a particular Point Buy. Some Styles allow a Character the choice to use a Shield, although being able to doesn't mean they must. Others may demand that a character invests more than usual into a particular Proficiency, such as True Mage. Rules for True Mage can be found on the [[Magic_Point_Buy#Magic_Point_Buy_Extra_Rules|Magic Point Buy]] page.
Some Combat Styles may have special rules regarding their usage, such as requiring that a Character has bought Packs from a particular Point Buy. Some Styles allow a Character the choice to use a Shield, although being able to doesn't mean they must. Others may demand that a character invests more than usual into a particular Proficiency, such as True Mage. Rules for True Mage can be found on the [[Magic_Point_Buy#Magic_Point_Buy_Extra_Rules|Magic Point Buy]] page.
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Revision as of 20:46, 28 January 2024

scribtest :) go away recent changes goblins there's nothing interesting here

Melee Combat Styles

  • Warrior: The Character uses a Melee Weapon, and sometimes a shield. The Character's Attack Stat is Strength, and Defense Stat is Constitution.
  • Holy Warrior: The Character uses a Melee Weapon, and sometimes a Shield. The Character's Attack Stat is Strength, and Defense Stat is Faith.
  • Hunter: The Character uses a Melee Weapon, and sometimes a Shield. The Character's Attack Stat is Strength, and Defense Stat is Wisdom.
  • Rogue: The Character uses a Melee Weapon, but never a Shield. The Character's Attack Stat is Dexterity, and Defense Stat is Constitution.
  • Duelist: The Character uses a Melee Weapon, and sometimes a Shield. The Character's Attack Stat is Strength, and Defense Stat is Intelligence.
  • Spy: The Character uses a Melee Weapon, but never a Shield. The Character's Attack Stat is Dexterity, and Defense Stat is Wisdom.
  • Cultist: The Character uses a Melee Weapon, but never a Shield. The Character's Attack Stat is Dexterity, and Defense Stat is Faith.
  • Chembrawler: The Character uses Alchemy and Technology to emulate a Melee Weapon, and sometimes a Shield. The Character's Attack Stat is Intelligence, and Defense Stat is Constitution.
  • Engineer: The Character uses Alchemy and Technology to emulate a Weapon, but never a Shield. The Character's Attack Stat is Intelligence, and Defense Stat is Wisdom.
  • Wizard: The Character uses Magic to emulate a Melee Weapon, but never a Shield. The Character's Attack Stat is Magic, and Defense Stat is Intelligence.
  • Spellblade: The Character uses Magic to emulate a Melee Weapon, and sometimes a Shield. The Character's Attack Stat is Magic, and Defense Stat is Constitution.
  • Magic Warrior: The Character uses Magic to emulate a Melee Weapon, and sometimes a Shield. The Character's Attack Stat is Magic, and Defense Stat is Wisdom.
  • Holy Spellblade: The Character uses Magic to emulate a Melee Weapon, and sometimes a Shield. The Character's Attack Stat is Magic, and Defense Stat is Faith.
  • Holy Warden: The Character uses Faith to emulate a Melee Weapon, and sometimes a Shield. The Character's Attack Stat is Faith, and Defense Stat is Constitution.
  • True Mage: The Character only uses Magic. The Character's Attack Stat is Magic, and Defense Stat is Magic. This style requires special investment into Magic Point Buy.

Melee Combat Styles

Melee Combat Styles always use a Melee Weapon in combat; this can vary from a Warrior who uses a classic sword and shield to fight, to a Spellblade who uses an axe made of arcane energy, to an Engineer who uses robotic claws to fight, as long as some sort of Melee Weapon is in use. Some Melee Styles are able to use Shields, while others cannot, although being able to use a Shield doesn't mean that the Character must use one in combat. Some Melee Styles, like True Mage, have special rules about their usage. Rules for True Mage can be found in Magic Point Buy.

Melee Combat Styles
Combat Style Attack Stat Defense Stat Shield User
Warrior Strength Constitution Sometimes
Holy Warrior Strength Faith Sometimes
Hunter Strength Wisdom Sometimes
Rogue Dexterity Constitution Never
Duellist Strength Intelligence Sometimes
Spy Dexterity Wisdom Never
Cultist Dexterity Faith Never
Chembrawler Intelligence Constitution Sometimes
Engineer Intelligence Wisdom Never
Wizard Magic Intelligence Never
Spellblade Magic Constitution Sometimes
Magic Warrior Magic Wisdom Sometimes
Holy Spellblade Magic Faith Sometimes
Holy Warden Faith Constitution Sometimes
True Mage Magic Magic Never

Combat Styles

Combat Styles are used by Characters who plan on engaging in Combat Roleplay, or CRP. This section is optional to Characters who don't want to fight, but mandatory for characters who do. A Character's Combat Style should be listed on their Character Sheet; a Character may have multiple Combat Styles, but it is recommended to choose one and find friends who complement their Combat Style.

A Character's Combat Style dictates not only the Stats which a Character uses to Attack and Defend, but also the way that they deal damage. For example, Melee users must always use Melee Weapons, Ranged users must always use Ranged Weapons, and Support users can never make Attack rolls. Although these Weapon requirements are mandatory, the styling of the Weapon is not. For example, Melee Styles can range from a classic Warrior using a sword and shield, to a Spellblade whose axe is made of pure magic, to an Engineer who makes their Attacks with robotic limbs, and anything in between. Ranged Styles are just as diverse; bow-wielding Rangers, Firearms Hunter riflemen, spell-slinging Mages, and more are all available. Support Characters cannot attack at all but bolster their allies from the rear, with military commander Tacticians and battle medic Healers providing buffs and protection from their enemies.

Some Combat Styles may have special rules regarding their usage, such as requiring that a Character has bought Packs from a particular Point Buy. Some Styles allow a Character the choice to use a Shield, although being able to doesn't mean they must. Others may demand that a character invests more than usual into a particular Proficiency, such as True Mage. Rules for True Mage can be found on the Magic Point Buy page.

Melee Combat Styles
Combat Style Attack Stat Defense Stat Shield User Required Proficiency
Warrior Strength Constitution Sometimes N/A
Holy Warrior Strength Faith Sometimes N/A
Hunter Strength Wisdom Sometimes N/A
Rogue Dexterity Constitution Never N/A
Duellist Strength Intelligence Sometimes N/A
Spy Dexterity Wisdom Never N/A
Cultist Dexterity Faith Never N/A
Chembrawler Intelligence Constitution Sometimes N/A
Engineer Intelligence Wisdom Never N/A
Wizard Magic Intelligence Never N/A
Spellblade Magic Constitution Sometimes N/A
Magic Warrior Magic Wisdom Sometimes N/A
Holy Spellblade Magic Faith Sometimes N/A
Holy Warden Faith Constitution Sometimes N/A
True Mage Magic Magic Never Magic
Ranged Combat Styles
Combat Style Attack Stat Defense Stat Shield User Required Proficiency
Ranger Dexterity Constitution Never Ranger or Deadeye
Scout Dexterity Wisdom Never Ranger or Deadeye
Holy Shooter Dexterity Faith Never Ranger or Deadeye
Magic Archer Dexterity Magic Never Ranger or Deadeye
Firearms Hunter Dexterity Intelligence Never Ranger or Deadeye
Chembomber Dexterity Wisdom Never Chem, Ranger or Deadeye
Mage Magic Wisdom Never Magic, Ranger or Deadeye
Holy Mage Magic Faith Never Magic, Ranger or Deadeye
True Mage Magic Magic Never Magic
Support Combat Styles
Combat Style Attack Stat Defense Stat Shield User Required Proficiency
Tactician N/A Wisdom Never Command
Healer N/A Wisdom Never Medical

System Combat Rules

Combat Roleplay is common in the city of Regalia, and PvP can take a while. Because of this, players use these System Combat Rules to keep fights manageable.

  • During combat, each character has 10 base HP or Hit Points unless an ability specifies otherwise. For each damaging attack against the character that cannot be dodged or blocked, they lose 2 HP. When a character drops to 0HP, they are ‘downed’. This can mean unconscious, or simply unable to fight, move, or use abilities. Once combat ends, damage is more free-form, and HP resets to full once the character is healed.
  • Any armor worn by characters grants them a single Block Token that cannot be affected by Abilities and Mechanics. This can be assumed to be the armor protecting them.
    • When tracking health, any Block Tokens should be counted separately from a character’s HP.
  • Basic attacks are decided with in-game rolls. Each attack is decided with competing rolls using the /dice command, with the attacker using their current main combat stat to roll for basic attacks, and the defender using their current main defense stat to roll for defense against them. If the defender loses the roll and cannot block or stagger it, they lose 2 HP. If there is a tie, roll again.
    • Basic attacks are rolled as 1d[10+ the user’s Attack Stat], whether that be Strength, Magic, or Dexterity. Loading rules and ranges of certain weapons or attacks still apply.
    • Defense is rolled as 1d[10+the user’s Defense Stat], whether that be Wisdom, Constitution, or Faith.
    • Attack Stat is capped at a maximum of 7 without Abilities and Mechanics. Stats gained from Proficiencies are never re-added mid combat when the Cap is raised, unless the Ability specifically says it does so.
    • Defense Stat is capped at a maximum of 5 without Abilities and Mechanics. Stats gained from Proficiencies are never re-added mid combat when the Cap is raised, unless the Ability specifically says it does so.
    • Basic Attacks are always Melee Range (1-2 Blocks), unless the Character has an Ability that changes this.
    • For Abilities or Mechanics that state a character is proficient in a weapon without stat investment, their attack roll is set to a flat 1d14 that cannot be changed by further modifiers.
  • In combat, a character can move up to 10 Blocks horizontally or diagonally, but not through other characters. This is called a Move, and making a Move does not take up a character's Turn. A character may also make a Splitting Move, where the character uses part of their Move, makes their Action, and then uses the rest, in essence making their Action on the move.
    • A character may not Move in the same Turn as they used or were affected by a Movement Ability, regardless of the source.
    • When Moving, a character is susceptible to Move Reactions, sometimes called Opportunity Attacks. A Move Reaction occurs when a character making their Move passes within 2 blocks of another character with the intention of moving around them, or 5 blocks if the Moving character is Mounted. The stationary character is then allowed to make an Attack Emote (not an Ability) against the Moving character, out of Turn.