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Roleplay Systems

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Roleplay Systems Empty Roleplay Systems

Post by Avaurus Tue Apr 15, 2014 5:44 pm

*Note that all of these systems are in a sort of beta phase along with the site. They could be subject to change if need be.

<----Directory---->

Experience and Leveling
Stat System
Various Character Relations and Systems
Trade and Occupation Systems
Country and Travel Systems



Last edited by Avaurus on Tue Apr 15, 2014 8:39 pm; edited 1 time in total
Avaurus
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Post by Avaurus Tue Apr 15, 2014 8:17 pm

Experience Gain and Leveling Up

Experience is the key factor to growing stronger and leveling up. There are, at the moment, two methods of gaining experience:

*Both of the below methods are described in further detail later within this topic. See the directory for links.
Battling: Battles against another character or NPC will always render experience for both involved, win or lose you'll always learn and grow from it. Of course, experience gained from winning will always be double that of a loss, and losing doesn't help much self-esteem. Regardless, it is the most common and useful method of experience gain.

Staff Appraisal: Experience is a common reward from a staff appraisal after a topic is exited by a character. It is not guaranteed that  it will be rewarded, but it is obtainable through this.

After experience is gained, it will be added to your character's profile by a member of the staff. The amount of experience gained depends on the level of the opponent. If your opponent is level 15 and you are the victor, you will gain 15 experience. If you are the loser, however, you will gain half that (rounded to the nearest whole number if it was an odd level), which in our example would heed 8 experience. a level 10 would give 10 or 5, 41 would give 41 or 21, ect. NOTICE: there isn't a loophole in order to quick level up using the losing exp. If the Pokemon are 7 or more levels apart, the losing experience is NOT applied. That way, if you decide to battle the level 41 with your newly created level 1, your losing character would NOT gain the 21 experience.  

Now, gained experience is nice, but what deems a level up? Well, it's a relatively simple process. A Pokemon will level up once they gain enough experience to match that of 5 + their current level. In this case, a level 1 would need to receive 6 experience, a level  15 would need 20, 41 would need 46, ect. Once that number is reached, the Pokemon will level up and the remaining experience will be listed within their character's application to be added with future gained experience.

Of course, with every level up comes new stat gains. And with this, we're brought to the next system...
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Post by Avaurus Tue Apr 15, 2014 8:37 pm

Stat System

Stats are a very important part of Diffidentia, for not only do they make your character unique with customize-able strengths, but they also determine how a battle (see Battle System!) plays out between characters. Before we get into the system itself, here's the basic description of each stat:

HP: Hit Points determine how much health your character has during the course of the battle. Once this stat hits zero, the battle is lost.

Attack: Attack is the amount of power put into physical moves, such as Slash. The higher the Attack is, the more damage the physical moves do. However, it has no affect on special attacks.

Special Attack: Special Attack is the amount of power put into special attacks, such as Aura Sphere. The higher the Special Attack is, the more damage the move does. However, this stat has no affect on  physical moves.

Defense: Defense is the ability to resist the damage from physical attacks. It has a direct relationship to the Attack stat, as it only affects physical attacks.

Special Defense: Special Defense is the ability to resist the damage from special attacks. It has a direct relationship to the Special Attack stat, as it only affects special attacks.

Speed: Speed determines attack priority and who goes first in the battle. It also determines the amount of time a move can be dodged within a battle.

At level one, a Pokemon will have exactly 5 points toward every stat. With every level up, 3 points are given to be distributed among those stats. For example, a Pokemon will always have these stats at level 1:

HP: 5, A: 5, SA: 5, D: 5, SD: 5, S: 5

When that Pokemon levels up, it'll gain 3 points to add onto the existing total, so they could request their stats to become:

HP: 6, A: 5, SA: 7, D: 5, SD: 5, S: 5

Stats can be added onto the base 5, however, you can NEVER subtract existing stats from the total to be distributed for other stats. Yes, that does mean that whatever you decide to distribute to your stats stays. No exceptions, so distribute wisely.

Each level up will heed 3 more stat points each time. So, if our level 1 has now grown to level 5, their four levelups will give a total of 12 points to spend on their base stats.

Stat gain and their basic functions are all of this system will cover. For a look at what the stats are used for, take a look at the battle system to see them in action!
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Post by Avaurus Thu Apr 17, 2014 9:05 pm

Battle System

The battle system is probably the most complex you'll find within Diffidentia, and it's not too hard to grasp. We have the stats all prepared and ready, now we have to how they work in combat. The following is the official battle system explained in as much detail as I can muster, though after it's all said and done, I'd like to also give a brief description of the non-official, casual battle system.

The first thing I'd like to stress is that the battles here on Diffidentia are more skewed toward the Pokemon game's style of combat rather than the anime's, though there's a happy medium in the casual battles.

When two characters enter a battle, the character with the highest speed stat will almost always go first, the only exceptions being an ability that causes the other to gain priority or the use of a priority move. Be sure to check the speed stat before typing up your own attack, as it will be ignored if your opponent was supposed to gain the first move. Once the first position has been decided, the battle is started.

When a move is used, there are several factors used to determine the amount of damage done if it is a damaging move. First, the Attack or Special Attack will determine the amount of damage done, however based upon the move's own power, added power could be done based upon this curve:

Power 0 - 55 : +10 added onto the Attack/Special Attack stat.

Power 56 - 70 : +20 added onto the Attack/Special Attack stat.

Power 71 - 99 : +30 added onto the Attack/Special Attack stat.

Power 100+ : +40 added onto the Attack/Special Attack stat.

Thus, if a Pokemon was using a physical attack such as Tackle and had an Attack stat of 7, it would have an initial damage of 17, as Tackle's power is 50. If, however, they were to use Thrash, it would do an initial 47 damage, as it falls into the last curve. ALWAYS BE CLEAR UPON WHAT MOVE IS BEING USED IN ORDER FOR DAMAGE TO BE CALCULATED CORRECTLY.

Now then, notice how I used initial damage. The Defense and Special Defense stats must also come into play. When the initial damage is calculated, it is then divided by the Defense/Special Defense stat of the Pokemon being attacked. If the result is a decimal, then it is rounded to the nearest whole. If that whole is 0, then the damage will become 1, as that is the minimum amount of damage that can be done. So, if the same Pokemon with 7 attack used Tackle against an opponent with 10 Defense, as Defense will be counted because it is a physical attack, the attack will cause the opponent's health to fall by 2, whereas if Outrage were used, it would take 5 damage. It's also important to say that the opponent determines if the attack hits or misses, not yourself. You CANNOT explicitly say an attack done by your character hits, just as they cannot say one they performed did. More about dodging can be found below. So, just to make things clear, here's the basis of things in an equation format:

Initial Damage= Attack/Sp. Attack Stat of attacker + Power Curve Number

Damage Done= Initial Damage % Defense/Sp. Defense of defender

Then, this number is simply subtracted from the health of the defender. Once an amount of health hits zero, the battle is ended.


There are, however, other things to be taken into consideration during a battle:

Limits: You are allowed to use ONE move and one move only during your turn, just as in the games.

Speed: Not only does Speed determine who goes first in a battle, it also dictates how many times a move with full accuracy can be dodged. Similar to the curve toward attacking, there is also a curve for dodging. Simplistically speaking, it goes in increments of 10. A speed of 5-9 will be able to dodge 1 full accuracy move during the battle, 10-19 can dodge 2, 20-29 can dodge 3, ect. A move that cannot miss or an ability that causes moves to not miss such as No Guard cannot be dodged.

Accuracy: Speed dictates a dodge for a full-accuracy move, but what of moves that have less then 100 accuracy? This is really up to the person who is being attacked by the low priority move. If it has an accuracy of 70, it's about a 7 out of 10 chance of hitting. Using logic, you'll most likely be hit. The call could be made that you dodged it, however, taking statistics into account. If you dodge the move again, well it's  very unlikely. A third time and you're godmodding.  If you're unsure if you should call the dodge or not, consult a staff member. Similarly, if you find your opponent has dodged too much, bring it to our attention and we could call the battle in your favor. This same concept goes for moves and abilities that have a certain chance that they'll pass on an effect, such as paralysis.

Status Moves: Moves that alter stats are pretty easy to handle. Moves that simply raise or lower a stat will do so by 2. If they greatly raise or lower a stat, such as Swords Dance, it will do so by 4.  However, if one of these sorts of moves is used, the attacking turn is then forfeited.

Abilities: There are various abilities your opponent may have that can have an effect on the battle. I won't go into detail about specific ones, though if there are any questions about how one might work, feel free to venture into the Questions section so that a staff member such as myself can answer it.

Item Usage: Items such as berries work as they do in the games. An Oran Berry, for example, can be used to heal 10 HP, however if used, the turn is forfeited.

Move Effectivity: Always be aware of the different types and abilities that cause certain moves to be ineffective against a foe. Also, Super Effective, Quadruple Effective, Not Very Effective, and Barely Effective are used here. Always check a type-effectivity chart if you aren't sure how a move will affect a certain Pokemon.

Character Items: If your character has a sword or other item they particularly like using, why not use it in regards to an attack? If they use Scratch, describe them attempting it with the sword if you wish. Absorb? Have the sword glow green and blast energy at the opponent as if the move is being channeled through it. Be creative!

Status Conditions:

  • Poisoning: Being poisoned will cause 2 health to be subtracted each attacking turn. Poison and Steel types cannot be poisoned. Badly poisoned Pokemon will lose a consecutive 1 health more than the prior with each of their turns.
  • Paralysis: Once paralyzed, there is a 25% chance that you'll not be able to attack. On top of that, the Speed stat will be reduced by  25%. Electric types cannot be paralyzed.
  • Burn: Similar to poisoning, a burned Pokemon will lose 2 health during each of their turns. It also causes the damage of physical moves to be cut by 25%. The exception being if less than 1 damage is caused by this, it'll be brought up to 1.
  • Freezing: A Pokemon that becomes frozen will be unable to use their turn until they thaw out. There is a 20% chance of thawing out each turn, however, if a fire type move is used by or on the frozen Pokemon, they will thaw out.
  • Sleep: A sleeping Pokemon cannot attack until they wake, and it can last 2 to 6 turns.


This battle system is subject to change based on how it works out within the site as a whole. Also, to verify that you have, in fact, read this and hopefully the other systems, send a staff member a PM with the word 'statue' in it for a reward.

An Example of a Battle:
------

There is an alternate version of battle more open to friendly sparring, angry fights at the pub, or if both parties involved don't wish to partake in an official battle. Casual battles are entirely open, meaning amount of attacks, how they're made, and what is done is entirely open and do-able. You cannot, however, say if an attack(s) hit or misses still, as it is still up to the opponent to determine so. This is a great method for training with one another or sparing, or simply having more freedom to write. There is no set way to determine damage or dodging, or anything like the system above, leaving it entirely up to those involved. This is also the method to use if, say, your characters were sword fighting and not using actual moves. A slight disclaimer, however, is that this method of battling does NOT heed any experience for either party after a win or a loss. If written well, though, it can have an impact on what is rewarded through the Moderator Appraisal.

Brief Example of Casual Battles:
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