Final Fantasy MSL
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Final Fantasy MSL
The RP is on Season break. FFMSL will return for its 4th Season on 2019 ^^
Final Fantasy MSL
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 FFMSL Battle System

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Ish'in
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Ish'in


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Join date : 2011-08-20

FFMSL Battle System Empty
PostSubject: FFMSL Battle System   FFMSL Battle System EmptyMon Apr 20, 2015 10:44 pm

FINAL FANTASY MSL Battle System v1.06
 
FFMSL uses a text based turn after turn combat system. To determine if an attack is successful, the forum makes use of an automated RPG dice system. The dice can be found below the [Preview] [Send] buttons when posting a reply.
 
The admin/moderator posts a link of the battle thread and the names of the participants. Then each participant is required to post their Stats and Entry Post. After every participant has completed their entry post, the moderator then decides the turn order. Once the turn order has been decided the first to act player will begin by making his Turn Post.
 
A simple Turn Phase Post contains of your Roleplay, Pre-action stats, Action Post, Post-action stats, and Dice roll.
 
If a player is attacked then they are required to post a Response Post. Failure to submit a Response Post within 24 hours after the attack post will result in a loss of turn and a direct hit from the attack.
 
Make sure that your stats are correct, your target is correct, and the dice you use is correct. Critical errors in the battle post will result to that post becoming a forced Miss, even if the attack or skill is a sure hit or has rolled a hit.
 
PLAYER TURN PHASE
 
During your character’s Turn Phase you can choose from the following options:
1) ATTACK
2) DEFEND
3) SKILL
4) ITEM
5) ESCAPE


TURN PHASE "ATTACKING & SKILLS"
To set upon in a forceful, violent, hostile, or aggressive way, with or without a weapon. The command must be made during the player’s turn phase and cannot be combined with any other command. After this command has been carried out it will end the player’s turn.

CRITICAL DAMAGE deals 1.25x Damage unless you have a skill that improves it.

Start by posting a Roleplay of how you intend to describe your attack. (Roleplay is not compulsary) Then you must add the following stats: Attack used and type, Damage of the Attack, Target, Cost, and finally your Updated stats. 
 
Try to follow this format when attacking:
 
{Insert Roleplay here}

TURN PHASE

[1]
Attack (P)
Damage: 7000
Target: Bahamut
Cost: -

[1]
Skill: Dividing Slash (P)
Damage: 12,600
Target: Bahamut
Cost: 300 STM

[1]
Skill: Dividing Slash (P)
Damage: 12,600
Target: Bahamut
Cost: 300 STM

{Updated Stats}

BATTLE STATS FORM
Dummy Lv: 1
MOVES
HP
STM
STR
DEX
MAG
DEF
M.DEF
3
 1000 
 100 
 7000 
 7000 
0
{Roll Dice}
 
Things you are probably wonder about:
1)What are [1] and(P)
A. [1] indicates the number of MOVES used for an attack or skill. (P) means Physical Attack using the (P) Dice
 
2)How much STM did the Dummy have before using DIVIDING SLASH
A. 700. In a normal battle the player's first post should reflect his/her full stats. 700 - 600 STM = 100 STM


TURN PHASE "DEFENDING"

Reduces the Damage taken by 20% after clashing the Damage with your DEF (for Physical) or MDEF (for Magical)

Formula: (Damage - %Def or %Mdef ) *0.8 = Damage taken.
Example: (1000 Damage - 30% Def) = 700 *0.8 = 560 Damage Taken.

DEFENDING also replenishes your STM by 5% of Max STM. The command must be made during the player’s turn phase and cannot be combined with any other command. After this command has been carried out it will end the player’s turn. The DEFEND command consumes all your MOVES. 

You cannot DEFEND during Reaction Phase, unless allowed by a skill.




TURN PHASE "ITEM"
The use of consumable or non consumable items during the battle is pretty self explanatory. The command must be made during the player’s TURN phase and cannot be combined with any other command. After this command has been carried out it will end the player’s turn. A single item consumes all your MOVES


TURN PHASE "ESCAPE"
If you think you’re in over your head then it’s time to bail. The ESCAPE command will end your entire party’s turn. No other command must be made by the other party members or the ESCAPE attempt will not work. Use the Escape dice to determine success or failure. A single escape attempt consumes all your MOVES


 
 
PLAYER REACTION PHASE
 
Reaction Phase is your response to another player or npc attacking or using a skill on you. During your character’s Reaction Phase you can choose from the following options:
1) STATUS EFFECTS
2) TAKE HIT
3) USE COUNTER SKILL
4) UPDATE YOUR STATS


REACTION PHASE "STATUS EFFECTS"
Certain Skills can give a character Status effects. There are two type so of STATUS EFFECTS, Positive (B) and Negative (N). Always start your reaction phase with your status effects.

Example:

REACTION PHASE
(+) Curse
Effect: This unit takes 25% more damage for 3 turns.

{Insert Roleplay here}

{Insert Counter attack here if available}
{Insert Damage taken computation here}

{Insert Turn phase here}

{Updated Stats}

Important note:
* If the Status effect increases damage, then you will add the effects before contesting it with the target's DEF or MDEF.
* If the Status effect increases damage taken, then you will add the effects after contesting it with the target's DEF or MDEF. (But this responsibility usually falls to the player who is targeted)



REACTION PHASE "RECEIVING DAMAGE"
You're not completely defenseless when taking a hit. If your opponent rolls a HIT on you, you must always respond to his/her attack with a post. Damage is very easy to compute: DAMAGE is reduced by the target's DEF or MDEF.


HOW TO RECEIVE and COMPUTE DAMAGE

REACTION PHASE

{Insert Status Effect here}

{Insert Roleplay here}

{Insert Counter attack here if available}

1000 vs 30% DEF = 700 Damage Taken
(Attacker's Damage intended vs your DEF or MDEF.)

{Insert Turn phase here}

{Updated Stats}
 


REACTION PHASE "COUNTER SKILL"
Some skills allow you to counter an opponent whenever they attack you. Just don’t forget to update your Stamina.
 
USING COUNTER SKILLS

{Insert Status Effect here}

{Insert Roleplay here}

Counter Skill: Flash Strike (P)
Damage: 9800
Target: Bahamut
Cost: 250 STM
{Roll Dice}

{Insert Damage taken computation here}

{Insert Turn phase here}

{Updated Stats}


UPDATE YOUR STATS
Always end your battle post with your updated Stats. If your are targeted by a skill or item, post a status update to confirm.

Example: This is Dummy 1 with his full STM of 700 after using Flash Strike his STM is now 550.

BATTLE STATS FORM
Dummy Lv: 1
MOVES
HP
STM
STR
DEX
MAG
DEF
M.DEF
3
 1000 
 550 
 7000 
 7000 
0


"2ND WIND!"
When your HP hits 0, you have the option to try and gather a second wind. If you roll a success, you will get back 10% of your Max HP and your STM will be at 50%, regardless of it's previous amount. You will also get a chance to act immediately after rolling a successful 2nd Wind.
 
You can only use 2nd Wind once per battle!
2nd Wind must be rolled on the turn your HP reaches 0. Any turn before or after that will not be considered.

FFMSL Battle System 2ndwind



WHAT ARE MOVES AND HOW DO I GET MORE?
 
Everyone starts with 3 Moves its mandatory. The number of Moves you have determines how many times you can attack or use a skill in one turn. Skills have different MOVE costs so keep that in mind.
 
You character gains 1 move every 50 Levels. So you'll gain 1 move at level 50, 100, 150, 200, 250. There is no limit to the amount of moves you can have.


SKILL POINTS I NEED MORE!
 
You start off with 1 Free Skill Point at level 1 and then proceed to gain 1 Skill Point ever 10th level. This is true until you reach the 50th Levels. Every 50th Level, you will gain 2 Skill Points together with the MOVE gain.
  
 
WHAT IS STAMINA?
 
Stamina is one of the very important stats you need to keep your eye on. Having Stamina allows you to use Skills.


To recover Stamina during battles, you can either use STM recovery poitions and skills. You can also use the [DEFEND] command to recover a small amount of STM. And lastly, you can use the [WAIT] command at the start of your turn, to recover 10% of your max STM. ([WAIT] requires all your MOVES and will automatically end your turn)
 

HOW TO PROPERLY DEDUCT DEFENSE FROM DAMAGE
 
First look at the dice and determine how many hit you. Now subtract your Defense to each Hit.
 
Here’s an example:
3 Hits!
[HIT 300] [HIT 300] [HIT 300]
 
Now get your Character’s Defense. [Def. -20%] Simply subtract 20% (60 dmg) to each HIT and that will be the amount of damage you received. If you’re having trouble the answer is  240 per hit.

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