Post by Shonengetsu Chronos on Nov 7, 2014 19:56:43 GMT
Written By Johan Keilmer
Copyrighted to Johan Keilmer ©
Introduction:
This system of combat was mainly created for skirmishes that may take place between a small faction of a nation's army, be it at the border, or in the midst of a town under siege. This system is based on the concept of "rock, paper, scissors". If you've played the first Suikoden, you would have a slight grasp of how this system works.
Basic Rules:
Only one General is to lead an x amount of units into battle (5-10).
Each General has 100 HP (This can change depending on the scenario).
Only 100 troops per unit.
Post mid-way through your opponents turn to hasten things.
You MUST have a Ref, PM your action to him/her prior to when you start typing your post. The ref will then post the two actions immediately after he/she receives BOTH. This will prevent either generals from cheating and switching their posts.
It still is possible to engage in battle without a Ref, however, without him/her, the strategic aspect of this system is minimized. Your actions instead will be determined by "Jankenpon"(Or rock, paper, scissors.) Simply type in the command followed by your opponents name (/jankenpon Johan Keilmer)
Infantry = Scissors
Archers = Paper
Artillery = Rock
A coin will be flipped to determine who gets the first attack to start the battle.
The amount of units, and what type of unit they are must be described in RP prior to the encounter.
If the damage calculated is a decimal number, round to the nearest full number.
Be creative, take a few turns out to destroy your surroundings. Maybe your intention wasn't ONLY to bust through the forelines. At least this way it's done fairly and the opponent can't complain about how his kingdom was sieged.
Strength and Weakness bonuses have no effect on Generals. The only bonuses granted to them are the ones listed below under General Bonuses.
If you wish to retreat from the battle, do just that, but on your turn. Simply state the retreat in your next post.
Infantry Beats Archery
Archery Beats Artillery
Artillery Beats Infantry
Advanced Rules:
Strengths & Weaknesses - The strengths and weaknesses rule is what adds the tactical aspect to this system. To help explain how this part of the system works, I will use an example.
Johan uses his Artillery
Tserth uses his Infantry
Now, let's keep in mind that Johan is making the attack, while Tserth is defending. Johan goes all out with his unit, firing each and every one of his cannons against the charging infantry of Tserth. After posting, they roll the die.(/dice x, y)
x=number of sides per die
y=number of dice to roll)
Johan rolls a 100-sided die and gets: 42/100
42 would be the base damage, but beings that Tserth's infantry suffers a weakness, there's a bonus effect. What we do here is take "HALF" of the number of troops sent in that unit(50), and add that number onto the base damage(42) so.. (50+42=92). With that, we get a final total(92), this is the damage dealt to Tserth's unit.
Now I will explain weaknesses using yet another example.
Tserth uses his Archers
Johan uses his Infantry
It's Tserth's turn to attack, and he does so with 50 troops of his archery unit. Now, you've attacked a unit that you suffer a weakness to. Half of your troops automatically die in combat, leaving you with 25 to finish your attack. We now roll the die.
Tserth rolls a 25-sided die and gets: 16/25
We've got our base damage(16), but due to the weakness, no further calculations have to be made. You've killed a WHOPPING 16 troops of Johan's infantry unit.(lol) And on top of that, lost 25 of your own.
It doesn't get any more harder than that. If by some way you and your opponent chose the same method of attacking, then all calculations will be avoided and you simply base your damage on what you rolled.
General Bonuses - All general units are granted a special unit. (Note: State somewhere in your chat profile of character biography that you have this unit -- e.g. Johan has special armored infantry or advanced artillery or magically enhanced arrows -- etc.)
Attack Bonus - Base damage doubled
Defense Bonus - Base damage of opponent halved (Note: Both the Attack and Defense bonuses are negated if each general has one and the other)
Counter-attack Bonus - Base Damage of opponent halved (This is only effective if your unit suffers a weakness to the opposing unit)
Unit Acceptions - For the sake of RP, I'll allow just about any type of unit, so long as they fall under the category of each "main" unit.
Cavalry, Berserkers, Lancers... Anything that uses walking as a means of transportation can fall under the category of infantry.
Bows & Arrows, Stones, Daggers... Anyone who uses quick, light projectiles can fall under the category of archers, although archers are the most common.
Catapults, Cannons, Arbalests, Trebuchets, Mangonels, Ballistas... Anything that fires heavy objects can fall under the category of artillery.
FAQ:
What happends if the total calculated damage exceeds 100?
Easy, the remaining damage goes straight through the front lines and to the commander. (e.g. If Total damage=130 then commander suffers 30 points of damage)
I'm accepting any suggestions as to how I can improve this system, please feel free to IM me with suggestions and ideas, I will try and integrate them into the system as best I can.
Copyrighted to Johan Keilmer ©
Introduction:
This system of combat was mainly created for skirmishes that may take place between a small faction of a nation's army, be it at the border, or in the midst of a town under siege. This system is based on the concept of "rock, paper, scissors". If you've played the first Suikoden, you would have a slight grasp of how this system works.
Basic Rules:
Only one General is to lead an x amount of units into battle (5-10).
Each General has 100 HP (This can change depending on the scenario).
Only 100 troops per unit.
Post mid-way through your opponents turn to hasten things.
You MUST have a Ref, PM your action to him/her prior to when you start typing your post. The ref will then post the two actions immediately after he/she receives BOTH. This will prevent either generals from cheating and switching their posts.
It still is possible to engage in battle without a Ref, however, without him/her, the strategic aspect of this system is minimized. Your actions instead will be determined by "Jankenpon"(Or rock, paper, scissors.) Simply type in the command followed by your opponents name (/jankenpon Johan Keilmer)
Infantry = Scissors
Archers = Paper
Artillery = Rock
A coin will be flipped to determine who gets the first attack to start the battle.
The amount of units, and what type of unit they are must be described in RP prior to the encounter.
If the damage calculated is a decimal number, round to the nearest full number.
Be creative, take a few turns out to destroy your surroundings. Maybe your intention wasn't ONLY to bust through the forelines. At least this way it's done fairly and the opponent can't complain about how his kingdom was sieged.
Strength and Weakness bonuses have no effect on Generals. The only bonuses granted to them are the ones listed below under General Bonuses.
If you wish to retreat from the battle, do just that, but on your turn. Simply state the retreat in your next post.
Infantry Beats Archery
Archery Beats Artillery
Artillery Beats Infantry
Advanced Rules:
Strengths & Weaknesses - The strengths and weaknesses rule is what adds the tactical aspect to this system. To help explain how this part of the system works, I will use an example.
Johan uses his Artillery
Tserth uses his Infantry
Now, let's keep in mind that Johan is making the attack, while Tserth is defending. Johan goes all out with his unit, firing each and every one of his cannons against the charging infantry of Tserth. After posting, they roll the die.(/dice x, y)
x=number of sides per die
y=number of dice to roll)
Johan rolls a 100-sided die and gets: 42/100
42 would be the base damage, but beings that Tserth's infantry suffers a weakness, there's a bonus effect. What we do here is take "HALF" of the number of troops sent in that unit(50), and add that number onto the base damage(42) so.. (50+42=92). With that, we get a final total(92), this is the damage dealt to Tserth's unit.
Now I will explain weaknesses using yet another example.
Tserth uses his Archers
Johan uses his Infantry
It's Tserth's turn to attack, and he does so with 50 troops of his archery unit. Now, you've attacked a unit that you suffer a weakness to. Half of your troops automatically die in combat, leaving you with 25 to finish your attack. We now roll the die.
Tserth rolls a 25-sided die and gets: 16/25
We've got our base damage(16), but due to the weakness, no further calculations have to be made. You've killed a WHOPPING 16 troops of Johan's infantry unit.(lol) And on top of that, lost 25 of your own.
It doesn't get any more harder than that. If by some way you and your opponent chose the same method of attacking, then all calculations will be avoided and you simply base your damage on what you rolled.
General Bonuses - All general units are granted a special unit. (Note: State somewhere in your chat profile of character biography that you have this unit -- e.g. Johan has special armored infantry or advanced artillery or magically enhanced arrows -- etc.)
Attack Bonus - Base damage doubled
Defense Bonus - Base damage of opponent halved (Note: Both the Attack and Defense bonuses are negated if each general has one and the other)
Counter-attack Bonus - Base Damage of opponent halved (This is only effective if your unit suffers a weakness to the opposing unit)
Unit Acceptions - For the sake of RP, I'll allow just about any type of unit, so long as they fall under the category of each "main" unit.
Cavalry, Berserkers, Lancers... Anything that uses walking as a means of transportation can fall under the category of infantry.
Bows & Arrows, Stones, Daggers... Anyone who uses quick, light projectiles can fall under the category of archers, although archers are the most common.
Catapults, Cannons, Arbalests, Trebuchets, Mangonels, Ballistas... Anything that fires heavy objects can fall under the category of artillery.
FAQ:
What happends if the total calculated damage exceeds 100?
Easy, the remaining damage goes straight through the front lines and to the commander. (e.g. If Total damage=130 then commander suffers 30 points of damage)
I'm accepting any suggestions as to how I can improve this system, please feel free to IM me with suggestions and ideas, I will try and integrate them into the system as best I can.