- Miku E. Sato
[tracker=/t600-miku-e-sato#2421]
Name : Miku Etsuko Sato
Epithet : Rowdy Rascal
Age : 19
Height : 5'2"
Weight : 122 lb
Species : Human
Faction : Pirate
World Position : Supernova
Crew : Meddling Kids
Ship : The Scorned Lady
Crew Role : Captain
Bounty : [ber=r] 105,000,000
EXP Bonus : +0.20 (to all allies)
Shop Discount : 10%
Balance : [bel] 221,877,500
[[baneoftheweak]][[childofdestiny]]
[[punchoutguru]][[barrelcrazed]]
[[improviseadaptovercome]]
Posts : 234
How does combat actually play out?

I'm curious as to how combat actually is played out? I understand how the stats work, sort of, but how do we determine whether an attack hits, how much damage is actually done, etc. I don't intend to engage in any combat for a little while but eventually I will have to. Do we have to just use our fair judgement, which can be iffy, or do we notify mods, or is there a dice roll system? (DnD is super fun btw.) Any advice would be greatly appreciated! Thanks for your time.
________________________________________________________
Miku E. Sato's Bio | Miku's Stuff |
Miku's Stats | Miku's Fighting Style | Meddling Kids Crew | The Scorned Lady
- Gray
[tracker=/t131-tracker-gray-starks#504]
Name : Gray Starks
Epithet : "The Conqueror" / "Black Fist"
Age : 49
Height : 10'2" (310 cm)
Weight : 1043 lbs (473 kg)
Species : Human Cyborg
Faction : Pirate
World Position : Lurking Legend (Former Yonkou)
Crew : Black Fist Pirates (Destroyed)
Ship : Sangria's Vane (Destroyed)
Crew Role : Captain (Former)
Devil Fruit : Pressure-Pressure Fruit
Bounty : [ber=r] 5,000,000,000
EXP Bonus : +0.20 (to all allies)
Income Bonus : +0.20
Shop Discount : -30%
Balance : [bel] 25,000,000,000
[[strollingdeath]][[baneoftheweak]][[riseandshine]][[childofdestiny]][[freakofnature]]
[[punchoutguru]][[dulcetvirtuoso]]
[[improviseadaptovercome]]
Posts : 3735
Re: How does combat actually play out?

The combat guide, in general, suggests what sort of damage you can do to an opponent based on your stat differences. For now, it heavily relies on a mutual resolution and understanding between RPers, which I'm beginning to doubt the wisdom behind. I might eventually end up adding a dice roll which players can roll based on a "chance to hit" that is vaguely mentioned in the combat guide, which will govern the hit-landings much more reliably and consistently. But, until then, we'll simply have to play fairly with each other and do our best not to god-mod.
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