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PlayTest

From MassiveCraft Wiki
Revision as of 05:07, 8 January 2025 by Birdsfoot violet (talk | contribs) (Created page with "== READ ME FIRST == Everything on this page is a WIP Public Playtest of the 2025 Ability/Proficiency System Update. This is put out so that Players may "try out" some new rules/abilities in non-canon, private RP or gamified CRP with friends. This does not exist for you to read and make a ticket feedback based on how you think it should work. This playtest will only accept feedback that points out: a typo or contradiction on the page, or feedback from a CRP you did with t...")
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READ ME FIRST

Everything on this page is a WIP Public Playtest of the 2025 Ability/Proficiency System Update. This is put out so that Players may "try out" some new rules/abilities in non-canon, private RP or gamified CRP with friends. This does not exist for you to read and make a ticket feedback based on how you think it should work. This playtest will only accept feedback that points out: a typo or contradiction on the page, or feedback from a CRP you did with the new rules, and problems/issues you had. Please reserve all knee-jerk worries until you have actually tried it out. We are very interested in implementing balance changes based on actual playtests. This does not include all packs, just some, to try out new rules/mechanics. Please give feedback (concisely) in a Ticket.

Proficiency

Point Allocation

Proficiencies

Proficiencies are useful for direct comparisons when characters compete, and general skill checks, like Constitution to maintain a jog or Strength to hold a door closed. There are seven proficiencies:

  • Strength dictates your Character's strength, or combat experience.
  • Constitution dictates your Character's health, fitness, and physical endurance.
  • Intelligence dictates your Character's knowledge about the world, or technical skills.
  • Wisdom dictates your Character's knowledge of people, and caring for them.
  • Dexterity dictates your Character's agility and general sleight of hand.
  • Faith dictates your Character's religious knowledge and use of blessings.
  • Magic dictates your Character's prowess with and knowledge of Magic.
  • Charisma dictates your Character's social connections and networking.

Having 0 in Constitution does not mean your Character is made of glass. 0 just means Average. Every Proficiency above that is purely added skill.

Allocation Rules

There are two rules that dictate how many points you can spend, and when they max out:

  • Every Character has exactly 15 points to spend between the above Proficiencies.
  • Every Proficiency can only have up to 7 points invested in any of them.
  • To learn how to show allocation, consult the Character Sheet Template on the Forums.

General Proficiency Rules

These rules apply to all Proficiencies and Packs.

  • A Character can only ever have (from any source, free, purchased, etc) one Stance Ability.
  • If a Pack is listed as "Free" and comes attached to the purchase of another Point Buy Pack, these "Free" Packs can always be removed or re-added without restrictions.
  • If a Pack or Ability is granted for "Free", it does not grant Stats like it would if the player purchased the Pack.
  • If an Ability or Mechanic offers a bonus (ex. +1 CON, +2 STR, etc), this never confers additional Point-Buy Packs.
  • If an Ability or Mechanic offers a bonus (ex. +1 CON, +2 STR, etc), this never exceeds the maximum cap for that proficiency (7), unless it specifically states it does so, or if the Character has another Ability that increases their cap.
  • A character cannot be identified by the Abilities or Mechanics that they use, meaning while someone can know a character is a mage for casting magic, they cannot know someone's specific identity from casting alone.
  • A character can always choose to have an Ability or Mechanic fail if they OOCly want them to. Using or benefitting from Abilities or Mechanics is always optional, but Mechanics that serve as restrictions must always be followed.

Hobbies and Talents

Hobbies and Talents are a number of things characters can do that have some rules, but do not require any Proficiency Point Investment. A character can choose any number of hobbies or talents, as long as they follow the general rules listed in that section. Regardless, a character who does not want to interact with combat roleplay or the ability system can use the hobbies page to help determine what they can do.

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 dictates their Attack and Defense Stat, and what weapons they use to 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 Fighters can be a classic warrior using a sword and shield, or a spellblade with an axe made of pure magic, or 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.

Combat Styles Options

Attack and Defense Stat

Your Attack and Defense Stat are a pair of numbers that determine what you roll for attack and defense. Attack Stat is capped at 7, and Defense Stat is capped at 5. You can choose each one from the list below, but you can never have the same Category count for both Attack and Defense. The only exception to this is Magic, if a Character has invested more than 8 points, and is considered a "True Mage." In this case, they can use Magic for Attack and Defense, but only by splitting their investment, never by duplicating it (ex. 10 Points in Magic is 5 Attack 5 Defense, not 10 Attack 10 Defense). Chosen Attack and Defense Stat should be listed on the Player's Character Application.

  • Attack Options: Strength, Dexterity, Intelligence, Faith, Magic.
  • Defense Options: Constitution, Wisdom, Intelligence, Faith, Magic.

Point Buy

Point Buy is based on a Character's stats. They can have as many Point Buy Packs from a stat as they have points in it. For example, a 6 Strength Character can buy 6 Packs from the Strength category, a 0 Constitution Character cannot buy any Packs from the Constitution category, and a 2 Magic Character can buy 2 Packs from the Magic category. Below are links to each of the Categories. All packs have uses in Roleplay, although some are more useful than others.

Skills that don't exist in Point Buy, like cooking, cleaning, and underwater basket weaving, can just be things a character knows how to do. If it doesn't have a Pack, it can be done for free.

Strength

Constitution

Intelligence

Wisdom

Dexterity

Faith

Magic


Charisma

Languages

Check the Languages page for what different languages your Character could know. Take as many as you like, but be reasonable. It's hard to learn many languages.

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’ or 'KO'd'. 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 refreshes at the start of every combat scene. 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.
  • If a character is affected by or casting a Link Power, they should add “LINKED” or simply “L” in their /nick, in order to convey that to other players.
  • 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].
    • Defense is rolled as 1d[10+the user’s Defense Stat].
    • Attack Stat gained from Proficiencies is capped at 7. Stats gained from Proficiencies are never re-added mid combat, unless the Ability specifically says it does so. Attack Stat gained from Abilities can exceed this, but is usually temporary.
    • Defense Stat gained from Proficiencies is capped at 5. Defense Stat gained from Abilities can exceed this, but is usually temporary. Stats gained from Proficiencies are never re-added mid combat, 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.
  • In combat, a character can move up to 10 Blocks in a straight line in a cardinal direction, but never horizontally, and not through other characters. This is called a Move, and making a Move does not take up a character's Turn. Once you use your Move in a turn, you can’t Move again until the next. You cannot take other Actions while you’re Moving, unless an Ability specifically lets you.
  • A character may not Move in the same Turn they used Movement Ability, and vice versa.
  • 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. The stationary character is then allowed to make an Attack Emote (not an Ability) against the Moving character, Without using an action.
  • In combat, Mounts used in-game cannot fly due to balancing purposes. If a character is on a mount that is flying when combat begins, it is immediately grounded, but the user still remains mounted.

Abilities

Combat Roleplay

Combat Roleplay on MassiveCraft is done in two ways: System Combat, and Loose Combat. System Combat is to rules-bound interactions that make Combat Roleplay organized and reduces the risk of Power-Gaming. Everyone wants to win in Combat Roleplay, so System Combat helps assuage OOC frustration by giving everyone a fair chance. Loose Combat without Systemized Abilities and rules can be used to make Characters look cool, especially when both sides do not care about who wins, and is recommended for non-competitive settings. Loose Combat is sometimes also preferred during some Events or Private Roleplay, when the focus is more on the experience rather than the outcome. During System Combat, characters have Turns where they can use Proficiency based Ability or Attack Emote that do Damage, and everyone has a Health Pool that causes them to lose if they hit 0. Abilities are divided into Powers (always Magical) and Techniques (never Magical). MassiveCraft has a Plugin that allows Abilities to be Linked in Chat, by using (a:Ability Name) in your emote (with parenthesis). For more on System Combat, refer to the Proficiency Page.

Combat Terms

Combat Terms are Terms that are frequently used in Combat Roleplay (CRP). You will refer back to these terms often so they should be memorized. They are also crucial to know in understanding Ability Descriptions.

  • Health Stage: Health Stage is determined by what your current HP is. This is relevant for Abilities. There are 3 stages: Stage 1, Stage 2, and Stage 3.
  • Health Stage 3: HP 10, 9, 8, 7.
  • Health Stage 2: HP 6, 5, 4, 3
  • Health Stage 1: HP 2, 1
  • Attack Stat: Attack Stat is a Number based on Proficiency used for Basic Attacks on Targets. This is determined by the Abilities and Combat Style the Player is using.
  • Defense Stat: Defense Stat is a Number based on Proficiency used for Defending against Attacks. This is determined by the Abilities and Combat Style the Player is using.
  • Armored: Whether by wearing an Armor Minecraft Skin, or using a Summon Armor Ability, this automatically grants 1 Block Token, which is automatically refreshed when Combat Ends.
  • Block Token: A Block Token is a Resource that, if you take 2HP or more Damage from Enemy Abilities or Attacks, automatically triggers to reduce the Damage by 2HP, and then destroy the Block Token.
  • Block Rules: Block Tokens can Stack, never more than 3 per Person, don't prevent Effects (like Displaced/Status Effects), and must be tracked in Nicknames (/nick use Harry 10 HP 3 BT)
  • Action: Something your Character does that takes up their whole Emote (use an Ability, Attack, etc), that prevents you from using other Actions in the same Emote, or immediately one after the other without someone else doing something.
  • Target: A Target is always a Character in a Roleplay Scene. If you can see at least half the Minecraft Character in-Game, and have Line of Sight, you are able to Target the person in question.
  • Line of Sight: Line of Sight, or LOS, is an exception for Targeting. Allied Player Characters never block Line of Sight. Enemy Player Characters only block Line of Sight if they are further than 5 Blocks Away.
  • Move: A Move is when you Walk/Run in a particular direction during a Turn. This never consumes the whole Turn, you can Move a max of 10 Blocks (But not diagonally), but, it cannot be used in the same Turn as a Movement Ability.
  • Move Reaction: You cannot move through a Person. While using Move to go around a person, if you go within 2 Blocks of a Person, they get an Attack Emote (never an Ability) on you out of Turn without using an Action. This Attack Emote is known as an "Opportunity Attack."
  • Displaced: If you are Displaced, it means your Character is forcibly being moved from where they are, to somewhere else. After being Displaced, the next Move you make has its max distance reduced by half the Displacement. (ex. Displaced 8 blocks, next Move, only move 6 (10 (default move) - 4(½ 8 block displacement) =6 (final max move))
  • Stance Ability: A Stance Ability is a kind of Battle-Mode which grants specific Effects or gives access to new Abilities, they are usually indefinite.
  • Stance Rules: Only one Stance can be active at any time. Entering a Stance does not use an action, but exiting a stance does consume the user's action, preventing them from doing anything else.
  • Link Abilities: Link Abilities are specific kinds of Abilities that create a Link: Link Powers and Link Techniques.
  • Links: Links are a specific function created by Link Abilities, which connect you to another Character. Links are usually Emote Range, but sometimes can be larger or shorter. Meaning, if you and the Character you’re linked to leave the Range of the Link, it stops conferring any benefit until you re-enter the range. Links end once Combat ends.
  • Link Break: Link Break is an effect that breaks links applied to or applied by the specified Target. Link Breaks are always effects of Abilities, never Abilities themselves.
  • Movement Abilities: Movement Abilities are specific kinds of Abilities: Movement Powers and Movement Techniques. Abilities that move you, but are not one of these two types, do not count.
  • Max HP Reduction: If an Ability would reduce a Character's maximum HP, their Current HP would also be reduced by the same amount.

Combat Rules

Combat Rules are loose Rules that did not fit in any other section, but dictate some niche situations or circumstances that don't happen often, yet were necessary enough to be recorded on this page. This is still recommended reading.

  • Weapon Swapping: When entering combat and drawing weapons or activating magic, doing so does not consume a Turn. However, changing Weapons does consume a whole Turn.
  • Duplicate Abilities: Having/Point Buying Abilities with the same name, even from different Packs, does not grant a less Cooldown, or extra uses. It is inefficient Character Creation.
  • Unwalkable Blocks: In any and all circumstances a Character cannot stand the following Blocks: Wool Blocks, Leaf Blocks, Barrier Blocks, Candles, Roots, Chains, Lanterns, Grindstones, Trapdoors without Walkable Blocks beneath them.
  • Walkable Places: You can only CRP in places your Minecraft Model can reach either by walking or with the Jump 1 Trait, and without moving on Unwalkable Blocks.
  • Teleportation: You can use Abilities that allow you to Teleport up vertically during CRP, but only if the target location is a Walkable Place. Outside of CRP scenarios, you can teleport anywhere that isn’t an Unwalkable Block. If CRP begins, you must move to the nearest Walkable Place.
  • Falling Damage: Characters don’t take Fall Damage if they choose to Jump off. Flavor this as Magic, Climbing, or a controlled fall. Characters only take Fall Damage if Displaced off.
  • Forced Falling: Abilities can Displace Characters off of Ledges. If a character is forced off a ledge, and falls more than 6 Blocks, take 2 HP Damage. If more than 15 Blocks, take 4 HP Damage.
  • Identity Reveal: Having or not having Abilities, functioning or not functioning of Abilities, cannot reveal hidden traits like Afflictions or a person's Disguised Identity.
  • Water Penalty: If a Character is fully submerged in water, without an Ability or Mechanic that negates this, they suffer -5 Movement Speed, cannot use Abilities, and -7 Attack Stat.
  • Water Boundary: Abilities that Displace can never force you to fall into or out of Water. If a Knock Back would force you to the water's edge, stop at the nearest land Block.
  • Ability Use Conflict: If two Abilities are used at the same time, that do the same thing or a similar thing, and conflict with each other, an Ability used on Self goes first.
  • Counter Abilities: You cannot use Counter Abilities (Counter Techniques) on other Counter Abilities.
  • Leaf Movement: If a leaf block is ground level and has a solid block beneath it, you can move through it at double movement cost. If there are no solid blocks underneath, you fall through. Displacements ignore this rule.
  • Ranges Plugin: Massivecraft has an in-game plugin that allows players to check how far away they are from another player, which is useful for Abilities. /rpa range help offers more detailed commands.
  • Ability Plugin: Massivecraft has an in-game plugin that allows players to reference Abilities in their emotes. Sending (a:AbilityName) or (ability:AbilityName) in any chat will create a hoverable tooltip with the Ability’s full description. This text will always be white, no matter what chat it is in, so it will stand out in emotes. /rpa help offers more detailed commands.
  • Minecraft Model Mods: Massivecraft’s Ability System judges Line of Sight and character models based on default Minecraft models. If a Player has a Mod that makes their Model look larger or wider, this does not count for the purpose of this system.

Status Effects

These Combat Effects stick with a Character between Turns. Some have a time limit, or require additional action. Status Effects of the same type cannot Stack. Additional Rules may be written in the Abilities themselves.

  • Snared: When Snared, any Move from the Move Action or Abilities is reduced by Half, then the Effect ends.
  • Silenced: When Silenced, you cannot use Powers that affect other Characters.
  • Weakened: When Weakened, you cannot use Techniques that affect other Characters.
  • Confused: When Confused, you cannot Target the person who Confused you with Abilities.
  • Blinded: When Blinded, you cannot Target anyone with Emote Range Abilities.
  • Marked: When Marked, you will be automatically hit on next Attack, then the Effect ends.
  • Bloody: When Bloody, your Defense is reduced by a number equal to your current Health Stage.
  • Warned: When Warned, you must choose between two negative outcomes, then the Effect ends.
  • Brittle: When Brittle, you take +1 Damage on the next Attack, then the Effect ends.
  • Vulnerable: When Vulnerable, if you apply the Status Effect to an Enemy, suffer -1HP Damage, then the effect ends.
  • Prone: When Prone, you cannot use your Move Action or Movement Abilities, and any Attack you make has -2 Attack. Make an Attack, Use an Ability, or Use your Action to end this effect.
  • Fleeting: When Fleeting, if you Impact, suffer -1HP Damage, then the effect ends.

Ability Types

Ability Types are different ways Abilities are called or described that may affect how they interact with other Abilities. This is recommended reading for additional Ability context.

  • Technique: A Technique is an Ability of a Mundane Nature.
  • Power: A Power is an Ability of a Magical Nature.
  • Instant: An Ability with immediate usage and application of Ability Effects in the Turn.
  • Passive: An Ability that doesn’t use an Action (unless it specifically says so) to confer some benefit by default, when triggered, or turned on.
  • Counter: An Ability that can only be used if certain conditions described are met.
  • Movement: An Ability that moves the User or Ally a specified amount of Blocks in a direction, and applies an effect.
  • Stance: An Ability to activate a Stance Ability (described above in Combat Terms).
  • Link: An Ability that connects two users and confers some benefit to either or both, which can be broken by Abilities that state they break Links.

Status Identity

Status Identity is how a Character can be identified by specific in-Lore/OOC Terms. Status Identity does not confer moral correctness of any kind. Characters are always defined by their actions not what they are.

  • Mundane: If you are Mundane, you have no Magic or Powers of any kind.
  • Magical/Occult: If you are Magical, you have Magic or Powers. Including Affinities, and Afflictions.
  • Disguised: Disguised means that a Character cannot be recognized, even if they look similar. This is always only because of Abilities, and cannot be stacked on top of itself.
  • Hidden: Hidden means that any Abilities or Mechanics a Character uses cannot be recognized, and are totally unnoticeable, or "hidden." Event NPCs, especially the Imperial Palace, Arken, and Gods, ignore this status.
  • Important Note on Hidden Abilities Please remember, that while Abilities themselves may be hidden, using them to have other Characters take actions that are out of the ordinary for them, may still result in suspicion.
  • Monstrous Transformation: A Monstrous Transformation is a specific kind of Shift/Appearance that Characters take on, that make them look notably inhuman and scary. This matters for certain Mechanics and Abiliites.
  • Statuses with Monstrous Transformations: Marken, Vampire, Godborn, Arkenborn, Solvaan, Isldar, Mystech, Monster Invocation and some Custom Kits.

Disguise Credibility

A character with a shapeshifting or magical disguise mechanic is able to replicate the appearance of any Affliction or Affinity. Any attempt to disguise as Knights would immediately fail however, due to an official registry being kept between each organization. Characters are allowed to be suspicious of a character if they do not act in accordance with the behaviors typical of the group they're disguising as (a character refusing to drink blood whilst disguised as a Vampire, for example). It's possible in some private roleplay scenes for a character to pass off as a Knight, but this is only if everyone in the scene grants their OOC consent.