Advanced Roleplay Mechanics

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The Ability and Proficiency System
This page involves the Abilities and Proficiency system, which is a core part of how Combat Roleplay and "Competitive" Roleplay works on Massivecraft. To see an explanation of general Rules, Terminology, and Mechanics used on this page, read the Abilities page. To see a broader explanation of the Abilities and Rules used on this page, read the Proficiency Page. To see an indexed list of all Abilities, read the Ability List Page.

This page includes extra rules, mechanics, and functions for roleplay that are only recommended for Players who have been playing on Massivecraft for a few months, and are very familiar with the style of RP, its systems, and rules. Everything on this page is strictly opt-in and optional, meaning no-one can ever force you to take part in these mechanics or rules, if you have no interest. While Massivecraft generally allows for "anything goes" in strictly Private RP, this page serves as a middle-ground between that, where mechanics sourced from this page can exist and be referenced in public RP, the Lore, and in Events. Please note, **Usage of these Mechanics are a Privilege, not a Right.** Abuse, mis-use, or otherwise of these Mechanics can lead to Lore Staff rescinding access to them, which is why we especially advise players do not start utilizing these until they are confident in their understanding of the lore. This list is not comprehensive, meaning more Rules/Mechanics will be added as time goes on. When using these Mechanics in game, they should always be referenced in either OOC chat or in an Emote, making note that the Player is utilizing them.

Nemesis Mechanic

The Proficiency and Ability System does not accommodate "training RP", as every character starts and ends with 14 proficiency points, roughly. The Nemesis Mechanic is for when two players, and their characters, are bitter rivals and enemies, and they want to more tightly control who wins and loses when, or who is more likely to win or lose.

  • The Nemesis Mechanic exists between only Two Characters, but a Character can have multiple Nemeses.
  • The Nemesis Mechanic does not function in System Raids, and applies bonuses to Rolls made against each other, only, never against other Characters.
  • All Stats gained by this Mechanic Break Cap, no Limit.
  • All Numerical bonuses listed below can be altered by the Players, up to a max of +6. (ex. If this page says +1, the Players can decide they want that to be +4 instead.)
  • For the Purpose of explaining this Mechanic, this section will refer to one half of a Nemesis Mechanic as Character "Leo" and the other half Character "Mia."
  • Leo and Mia are defined as Nemeses by their respective Players, for an indefinite period of time, or only up until a set point. This Mechanic can be ended or revoked at any time by either Player.
  • For the First Time Leo and Mia fight, both characters gain a +1 to the Minimum Result of their Attack Rolls. Whoever wins the first fight loses this Bonus. Leo Wins the first Fight.
  • For the Second Time Leo and Mia fight, only Mia gains a +1 to the Minimum Result of their Attack Rolls. If Mia loses, this increases by +1, and keeps increasing until Mia Wins.
  • When the character with the bonuses Wins, all bonuses re-set, and this process can repeat.
  • The Nemesis Mechanic also allows Players to grant each other Bonuses to the Final Results of their rolls. For example, if Leo's Player rolls a 5 when attacking Mia, who rolled a 8, Mia's Player can grant Leo a +4 to his roll.


Ability Alteration Mechanic

The Proficiency and Ability System have very rigid rules about how Abilities function, for fairness' sake. The Alteration Mechanic is for when players want to host Events, or have Duels, where their Abilities work a little bit differently. This Mechanic allows for Players to change what an Ability does, how it does it, if it has a cooldown, and potentially even write "new" Abilities. This Mechanic is for one Player to use, and all other Players in the Scene to consent to.

  • The Ability Alteration Mechanic can change the functions of Abilities, including, but not limited to: Cooldown, Targets, Range, Ability Type, Status Effect Duration, Status Effect Application, Damage, Damage Reduction, etc.
  • The Ability Alteration Mechanic must respect the Lore Function of what it is Altering, i.e. if a Player is altering their Magic, they cannot have the Ability do something their Magic cannot actually do, in Roleplay.
  • Any changes made to an Ability are impermanent, meaning they do not persist past the RP. For example, if a Player alters an Ability to prevent someone from Speaking, this ends when the Scene ends.
  • Any changes made to an Ability's Cooldown do not persist. The only exception to this is "re-setting" base Abilities used during an Event. For example, if an event is hosted where characters use many abilities, these cooldowns can be re-set to "0" once they return to public RP.
  • These Alterations can make a Character more or less powerful, for the sake of the Roleplay.
  • This Mechanic only functions in Public RP when everyone in the Scene Consents. This means that for Scenes that involve more than 5+ Players, this Mechanic will most likely not work, and that is okay.
  • This Mechanic is automatically Disabled in Public CRP's that involve more than 10 Players, to prevent slowing down the Combat.
  • Consent for this Mechanic is Per Person who wishes to use it, meaning, consenting to someone using it does not mean you consent to everyone using it.
  • It is advised for larger Roleplay Scenes, a Player only asks to utilize this once, and only in one instance of an Ability. Smaller, more Private Scenes allow for blanket Permission Function.
  • When writing a "new" Ability, this new Ability should be no longer than two Emotes.