The Combat Guide
This section covers stat-based combat in Solaris RPG. It covers several combat-related subjects, including what happens when a character dies. This section is broken into easy to read sections and covers the critical aspects of combat.
If you have any questions please feel free to post about it in the forum community under Solaris Discussion.
Introduction to Combat
Solaris RPG is a text-based role-playing game with vital stats such as strength, intelligence, vitality, perception, charisma, and dexterity. It also includes whole slew of combat stats such as HP, hit, block, dodge, and parry ratings as well as attack power, magical attack power, and finally physical and magical resistance.
Hitting and dodging are both partially determined by a character's vital stats and partially determined by player integrity, honesty and morals. I will get more into the stat aspect of it later in this guide but as for the rest, to put it quite simply, nobody wants to play against someone who never accepts being successfully hit by his opponent, especially if the two of you are somewhat close in level.
If you pick a fight with someone and the battle is trucking along, and your opponent can't land a single hit the situation is going to get old really fast. That player probably isn't going to play with you again either.
Soon enough he will have likely complained to other players about how you're no fun to do battle with and other players are probably not going to want to role-play with you or do battle with your character(s) either.
The next thing you know you have a bad reputation and nobody will work with you anymore. This is bad for everyone, including the game.
Players who play the game fairly and write with plenty of detail and quality will go far. Players who never accept a hit or those who “auto” their opponents frequently will likely disappear over time because nobody will role-play with them again. It is a simple truth.
What’s an auto? It's when a player makes an attack against another player's character without giving him a chance to dodge, block, or parry your action. It's like saying *Punches you in the face!* Instead of saying *Takes a swing at your face.* That's the easiest way I can describe it.
All players should always give other players a chance to dodge, block, or parry an attack. Let the player on the receiving end decide what happens. You might be shocked by how a battle might turn out if you can bring yourself to take a hit and take it well.
Some of the best battles I have personally ever participated in were scenarios that both combatants took a beating and eventually someone accepted defeat. The results can be very surprising and intense if the players involved have some integrity and humility.
Part of the fun is taking a hit and describing it in such detail that you make the other player wince. I've personally participated in sessions where parties became so involved that tears were brought to one person's eyes when a character finally accepted defeat and died. (It wasn’t even her character!)
That moment is what the game is all about. We want you to get so drawn into the role-play session that you feel your character's emotions and pain (figuratively of course). You might think I'm crazy, but it can happen.
So how does combat work?
Combat occurs when two or more players decide to participate in a turn-based battle. Each player will attempt to defeat his rival(s) over the course of some carefully worded and hopefully very descriptive posts.
When is combat finished? When one or more players accept defeat; or when an unbiased member of the administration judges one of the participants as the victor after a review of all related posts by all parties involved.
As mentioned earlier in this guide, being honest and fair is an essential aspect of participating in combat.
There are many essential aspects of combat in Solaris RPG. The player has to take into account a lot of things. For example, an enemies race and class greatly alter his vital stats. Not only that, but the quality of an opponents Essential Equipment (armor, relic, and weapon) greatly affect his combat stats.
Another very critical aspect of battling is a character's custom abilities and class characteristics. Some characters may have unique custom abilities that can outright force another player's character to do things he wouldn't normally do.
Check the Custom Ability Guide for more details on that.
Turn-based combat is focused entirely on strategy and detail. All players involved should ready every single post carefully and always take proper time and consideration to write a response! Please see the next section for more information on Turns and Rounds during combat.
Combat sessions are judged like all other sessions and the rewards are typically the same amount of experience points as anything else. Some players may never participate in battle and others might engage in combat regularly. It's all up to the player to decide.
Turns and Rounds
Combat in Solaris RPG consists of each player taking his or her turn during the battle session. Taking a turn entails attacking your opponent(s) if you wish, trying to escape, or making a dodge, block, parry or counter-attack if you were on the receiving end of an enemies attack. When each player involved completes his or her turn, a "round" has been completed.
For example, a human warrior named Jahsen attacks a solarian wizard named Bilmar with his sword (that's one turn). Bilmar may choose to either dodge, block, parry, or counter-attack. Bilmar avoids Jahsen's attack by rolling out of the way (that's also one turn). Now that Bilmar has prevented Jahsen's attack, a round is complete.
At this point, Bilmar starts the next round. As I said before, Bilmar just happens to be a Wizard, and he now attacks Jahsen by summoning fireball and throwing it at him. With as much detail as possible, Bilmar chucks the fireball straight at Jahsen's face (that's one turn).
As mentioned previously, Jahsen is a Warrior, and just happens to be carrying his shield (which is pretty common for a Warrior). He immediately raises his shield and the flaming sphere rolls across its surface leaving him relatively unscathed. Here's where it gets interesting.
In the same turn, Jahsen takes an extra swing with his sword as a counter-attack (that's one turn, finally). Now that Bilmar has attacked first, and Jahsen has counter-attacked, Bilmar is required to dodge, block, or parry. (Please note, there is no option for Bilmar to counter-attack because we have to draw a line somewhere.)
Bilmar chooses to leap backward (dodging) and avoids Jahsen's blade yet again, ending the round. That's an attack versus a block coupled with a counter-attack and altogether it becomes a single round during a combat session.
A single round of combat could have multiple turns depending on how it works out. It isn't as simple as one turn per player per round due to counter-attacks. As mentioned above, however, we draw a line with counter-attacks.
You cannot counter-attack another player's counter-attack unless you have a class characteristic or custom ability that enables it. The number of players involved also complicates how long a round could be, so it's always best for everyone involved to pay close attention to what's going on.
Dodge, Block, and Parry
What's the difference between a dodge, block, parry, or counter-attack you ask? Be aware the answers you are about to see are for Solaris RPG only. Other games may view the following very differently, in Solaris however, this is how we do it.
Dodging - Dodging is performed by moving out of the way of an opponent's magical or physical attack. It's a pretty simple concept. You are physically moving out of the way of an attack when dodging. To determine your success chance you must compare your dodge rating to your opponent's hit rating.
Blocking - A block is performed when a character raises a shield, buckler, or another object to physically stop his opponent's attack. Unlike a dodge, blocking an attack requires standing in place and taking the blow using a piece of equipment.
Parrying - Parrying is performed when an attack is deflected by an object (like the blade of a sword) or a character's limbs without taking damage. Some might say it's a bit more graceful than a full blown block and it may be performed by a character who doesn't have a shield or buckler for blocking.
Success Chance = (Dodge/Opponent's Hit) * 100
Success Chance = (Block/Opponent's Hit) * 100
Success Chance = (Parry/Opponent's Hit) * 100
So the real question is how do you take a hit? The answer? YOU choose how and when to take a hit based on the resulting success chance. If you compare your opponents hit rating to your dodge rating, for example, and you only have a 32% chance to dodge, chances are you won't be successful.
It is entirely up to the player to decide how to accept an attack as a successful strike. All I can say is to be fair and try to be as detailed as possible. Make your opponent cringe when he reads your post!
Health, Resistance, and Armor
I explained dodge, block, and parry first because they concern avoidance and not taking damage. In this section I will explain health, magical resistance, and armor. These stats all determine what happens after a character takes a hit from a magical or physical attack and what happens to a character's health (HP) afterward.
Resistance - Short for magical resistance, this stat mitigates magical damage taken from spells and attacks powered by the magical forces of Solaris. The more resistance a character has the less magical damage he sustains from an attack. Resistance is determined by a character's intelligence score coupled with the quality of his armor.
Armor - Much like magical resistance, this stat mitigates physical damage taken from melee weapons and physical attacks. The more armor a character has the less physical damage he sustains from an attack. Armor is determined by a character's strength score coupled with the quality of his armor.
Health - Health, or HP for short, is determined mostly by a character's overall vitality, which is determined by his race and class. When a character's health reaches zero, he's dead. Damage is applied to health after armor and resistance scores are subtracted from the attack power of an opponent.
Magical Mitigation = Opponent's Magic Power - Resistance
Physical Mitigation = Opponent's Attack Power - Armor
Health = Opponent's Attack/Magic Power - Any Damage Mitigation
Magic and Attack Power
The final two combat stats are magic power and attack power. These are the two attack stats. They determine how much damage a character does (before mitigation is applied). Inflating these stats is what damage focused characters tend to work on the most. In order to increase damage dealt, weapon and relic quality must be upgraded to the max! See below for more details.
Magic Power - This stat determines how much magical attack power a caster can deal with his force attacks. Regardless of the magical force used, the higher this number the better! It is directly influenced by a character's intelligence score coupled with the quality of his relic. Healing works in reverse. Magical power restores HP for allies instead of taking it away, when used by a healer-type character with healing abilities.
Attack Power - Opposite of magical attack power, a melee fighter will want to focus on increasing his strength to increase his physical damage. He will want to make sure his weapon quality is upgraded to the max as well. It all factors together to determine his overall attack power.
Magic Power = Intelligence + Relic Quality
Attack Power = Strength + Weapon Quality
Did you say d-d-d-dead?
When a character dies, his soul shifts into an alternate plane of reality called the Afterplane. The world is much the same in the Afterplane as it is in the physical world. Structures appear in the similar locations, and the world seems familiar, but characters become trapped in a realm of haze, dulled senses and no color, no taste, etc.
While in the Afterplane a character may encounter other wandering souls (other deceased characters) and even demons that haven't managed to escape into the physical realm yet. So what happens after you die and wind up in the Afterplane? This is where it gets interesting. There are three outcomes of character death.
Resurrection - When a character dies with a friend nearby who can use magic to resurrect him he can be immediately brought back to life with little consequence. Clerics, Paladins, and Druids all have the ability to resurrect a fallen ally on the battlefield. This is the most ideal situation but it is only possible when an ally with the ability to resurrect someone is around. There are no EXP penalties associated with being resurrected.
Spirit Guide - The character who has found himself stuck in the Afterplane could choose to seek out a Spirit Guide and earn his way back into the physical realm. This is a decent option, overall. The Spirit Guide will likely give the character a certain task to accomplish to each his way back. There is a permanent 5% EXP penalty associated with returning via the power of a Spirit Guide. For example if a character with 10,000 EXP chose this path, he would return to the living world with 9,500 EXP.
Finalization - The character could also choose to seek out the Great Spiraling Vortex located near the center of the Afterplane. This vortex takes souls up into a dimensional tunnel which is believed to lead all the way back to the center of the Nomaverse. It is believed that any character who chooses this path will return to Noma, the God of the Nomaverse, and be with him for the rest of eternity. There is a permanent 10% EXP penalty associated with finalizing a character using this method. The character's remaining EXP may be transferred to another of the player's own characters, divided between his remaining characters, or used to make an entirely new character.
So the idea here is that even death can be very forgiving. It's all up to the player to decide. This may not be hardcore enough for some players, but the game is supposed to be a casual and friendly environment.
I killed the other guy! (PvP)
So you've made it through a battle and come out alive! Good for you. While the other guy wasn't so lucky, your character on the other hand will earn quite a reward!
For successfully striking down another character, your own character will be awarded an amount of EXP equivalent to 20% of his victims own EXP level. Depending on who you kill, this could be wonderfully beneficial. It rewards characters for attempting tougher kills and rewards less for seeking out easy kills.
For example, if you kill another player's character with 10,000 EXP, you will earn 2,000 EXP as an additional bonus to your standard EXP gain! If you kill a character with 1,000 EXP, you earn 200 EXP.
All I can say is kill honorably and don't be a dick to significantly weaker player characters. As for the other guy, the section above this one explains his available options... all three of them!
I defeated a World Boss! (PvE)
If a group of characters take down a World Boss the 20% cut will be split between them. This is usually still a good deal, because World Bosses tend to have greater EXP than regular characters.
Combat with Creatures
Did you know you can play as any currently listed creature on the World Guide (minus Legendary creatures and World Bosses)? That's right! Any player of Solaris RPG can play any listed creatures any time they like, granted the creature has the same or less EXP points as they do.
All creatures have combat stats listed and the same rules for combat applies to combat with any creature. Some creatures will have special abilities and some will not. As an added bonus, any writing you do as a creature may be applied to one of your own character's EXP.
With this in mind, two players could play as two creatures and fight against one another much they same two characters could fight one another.
Creature Difficulty Levels
Creatures of Solaris RPG have several tiers of difficulty, four to be exact. Different difficulty ratings alter a creature's vital stats. Easy creatures are designed for one player character of the same level to be able to take down, well, easily. Hard and Insane difficulty creatures may require entire groups of characters in order to take them down.
Easy - At this tier the creature should be fairly easy to take down by a solo character of roughly the same level. Characters who defeat a creature of this difficulty level will earn 5% of its listed EXP as a reward.
Medium - At this tier the creature might be hard enough to require two characters to take down, or a well geared solo character of roughly the same level. Characters who defeat a creature of this difficulty level will earn 10% of its listed EXP as a reward.
Hard - At this tier the creature will certainly require multiple characters to take it down, unless the solo character is vastly superior in level. Characters who defeat a creature of this difficulty level will earn 15% of its listed EXP as a reward.
Insane - At this tier the creature will absolutely require an entire raid of well geared characters of very high levels to take it down. Characters who defeat a creature of this difficulty level will earn 20% of its listed EXP as a reward.
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