Post by Staffbot on Feb 14, 2021 19:41:26 GMT -5
COMBAT |
Combat and adventure have always been the two staples of Dragon Ball. While often the character with the greatest power would win, this was not always the case. On Dragon Ball: Sparking, we aim to replicate the skill, drama, and emotion of the series’ combat, while ensuring that it remains fair for players of various power levels.There are two main, but interconnected forms of fighting on Dragon Ball. The first is handled primarily in-text: attacks, whether with ki or physicality, that do not expend any mechanical resources. Though you cannot deal or receive mechanical damage this way, you are expected to roleplay out these exchanges fairly, in keeping with the 80/60 rule.The 80/60 rule dictates that, if two characters are within 80% power of one another, they are roughly on equal footing. If they are within 60% power, the stronger character is clearly superior -- but not so much so that the weaker character can’t hold their own and put up a challenge, even if they likely won’t win. These are general rules, but should serve as a basic guideline for how to structure the narration of a fight.Mechanically, there are two main resources to be considered. These are Ki Points (KP) and Momentum (MP). Ki Points are the main resource you use for your techniques. You begin a thread with 6 out of 6 KP, and you regain 2 KP for every post you do not use a technique. You may not go into negatives or go past 6 KP by normal means. Momentum is a little more involved, and will be explained in a post below.
Your main objective in a fight will be to manage your resources, use techniques, and wear your opponent out of health before you run out of yours -- all the while putting together a fun and engaging fight scene for both you and your opponent.
To find the specific rules on techniques go to the Techniques rules thread [Here]Damage and HealthAs you take damage in a fight, your roleplay should reflect that fact in some way. Your health is calculated as 250% of your current power level, at any given time. You calculate your damage in percentages, and the percentage of damage you have taken does not change (aside from healing effects) even as your power level increases. Damage does not carry over between threads, with the exception of 'Thread Splits' in an Action Thread.
Once you reach 250% damage taken, you are knocked out. However, if you take 130% damage or more in a single hit, you are knocked out even if you have not reached that 250% threshold. This is considered your critical damage threshold. Below is a rough estimate of how damage should effect your character in a fight.
10% PL damage Minor wounds: nicks and scratches. 33% PL damage More significant, but still minor wounds: burns, fatigue, bruises. 50% PL damage Moderate wounds. Cuts, along with more widespread burns, bruises, etcetera. 100% PL damage Serious wounds. More severe cuts and gashes, greater fatigue, etcetera. 150% PL damage Serious wounds continue to build up. It's hard to continue fighting. 200% PL damage Damage is building to the point that it could start getting lethal. Serious wounds, broken bones, deep burns, and more. 250% PL damage Critical wounds: you're unconscious, wounded, or dead, depending on the situation. Items
You can buy items with your XP or Zeni, which have a myriad of uses in and out of combat. They have some general rules and classifications, which are as follows:
Item Types
Passive: Items that have no effect or very minimal effect on combat
Active: Items used in combat and permanently stay with the user.
Consumable: Items used in combat that are expended on use.
Item Rules
- You can only bring 5 active and/or consumable items to an Action Thread.
- You can only use one combat OR consumable item per post.
- You can only hold 2 additional items traded to you mid-thread from other characters at once.
- Items can be used at any time in a post unless specified otherwise.
- You can only use one health healing, one KP regen, and one momentum regen item per thread unless a trait allows you to do otherwise
- You may only use one of any item unless you have a trait that allows otherwise.
- Consumable or Active Zeni Items cannot be used in Action Threads. Passive items purchased with Zeni can be used freely.