Post by Atsuko on Jul 7, 2020 4:01:04 GMT
There’s two ways to handle battles! For casual threads, you have the option of using either one. Those options are: Freeform, and Mechanical.
This will cover how to use the Mechanical System, but briefly describe Freeform as well.
For Freeform, there isn’t really an “HP Bar” to worry about. However, we’ll ask you to be realistic with it. Characters in Dragon Ball are tough; but even they can only take so much punishment before they start to feel weariness and the strain simply becomes too much for their bodies.
Play it by ear, but be fair. If it becomes necessary, you can ask Staff to mediate your fights, and we’ll make a decision based upon actions taken, how things were written, and how realistically someone could or couldn’t keep going based upon the findings.
Example:
The next time you activate that Transformation, you will return to 160,000 HP. The only way to get rid of this damage is to be healed in that thread, or finish the battle and be in a new thread.
You will return to full HP in your Base Form once a Transformation is deactivated, unless you are defeated within your Transformation, in which case you are considered to be knocked unconscious, and your HP becomes 0 -- Period!
Freeform:
This is when you simply forgo the mechanics and let the writing decide how things go. Mechanics play less of a factor here, but you can still use your character's current status as an indicator of how strong they are, and what they're realistically capable of.
To summarize; use this if you want a casual thread, and you're in it for the Story. Sagas will make it mandatory to use the Mechanical system, but otherwise? Go nuts!
This will cover how to use the Mechanical System, but briefly describe Freeform as well.
Damage comes in five tiers:
Tier 1 - Basic - 5% PL - No Ki Cost
Tier 2 - Minor - 10% PL - 5 Ki Cost
Tier 3 - Average - 25% PL - 15 Ki Cost
Tier 4 - Heavy - 35% PL - 25 Ki Cost
Tier 5 - Massive - 50% PL - 50 Ki Cost
Ultimates have a minimum Ki Cost:
50 Ki - Damage and effects can vary, and influence this cost.
Otherwise, your Ki recharges naturally per turn by 10.
How to Use Techniques:
Basic attacks such as kicks, punches, or Ki blasts do basic damage. They don’t cost anything to use other than an action.
You can use any of the five tiers freely so long as your ability is at the appropriate level.
Tier 1 and 2: Level 1 Techniques
Tier 3: Level 2 Techniques
Tier 4 and 5: Level 3 Techniques
Charging:
Anything beyond tier 5 in terms of damage must be charged up. You can spend one out of your three allotted actions per turn charging an ability, and doing so will increase it by 5%. HOWEVER, if you use all three actions for charging, it will increase by 20%. Charging caps at 100%.
Technique EXP:
Finally, techniques improve through uses. Use Kamehameha, and you get 1 EXP for it. Use it in a battle or spar and successfully land a hit, and you'll get 3 EXP!
EXP can be further increased through certain items, or within certain conditions -- you'll be told where this is applicable.
Examples are as follows:
Utility Techniques:
Ki Sense Level 1 = 0/10
Ki Sense Level 2 = 0/20
Ki Sense Level 3 = 0/40
Attack and Defensive Techniques:
Kamehameha Level 1 = 0/20
Kamehameha Level 2 = 0/40
Kamehameha Level 3 = 0/80
Master a Technique, and you'll get a Mastery Bonus!
Ki Sense, for example, increases the range at each level, total mastery lets you sense Ki through dimensions!
To level a Technique, you must simply use it. A use will give you 1 EXP. Kamehameha would go from 0/20 to 1/20. If it successfully hits a target, then you get 3 Experience instead! Meaning you have 3/20.
Note that once you gain Experience for a Technique, you will enter EXP Cooldown. For 2 turns, you will be unable to gain EXP with that Technique! You can still use it, but EXP wil not increase.
HOWEVER, EXP Cooldown for one Technique does not apply to another. It could be active for Kamehameha, but Ki Sense? You can still gain EXP for that! This is to discourage you from spamming techniques, which brings us to...
The Spam Rule
There is one final thing to note. The more times you use an offensive technique in a row without switching it up, the less effective it becomes. Use Kamehameha three times in a row, and you’ll suffer quite the damage penalty for it. Vary it up! Every Fighter in Dragon Ball relied on more than just a single technique in battle. The first use always deals full damage, and each successive use after that reduces the damage down a tier. Your damage can’t fall below the Basic Tier, at least.
Example:
Kamehameha twice in a row = damage reduction on the second use
Kamehameha, Wolf Fang Fist, Kamehameha = no damage reduction
Note that Healing and blocking/dodging operates on the same tiers as Damage does.
Actions:
Finally, each turn in a battle has a limited number of Actions that you can perform. This comes in the form of three actions. You can choose to use as little or as many as you wish per turn, but only up to a max of three. Attacking, Blocking, and Dodging even in their basic forms all take actions to perform.
Example:
Goku’s Post means he has 3 actions to perform, as he starts the fight, he gets to choose any 3 to kick things off.
Vegeta’s Post means he also has 3 actions to perform. At this point he must decide how he wishes to respond. Ignoring attacks are free, but you’ll also take full damage.
For Sagas, it is mandatory to use the actual HP System for characters, enemies and bosses.
Tier 1 - Basic - 5% PL - No Ki Cost
Tier 2 - Minor - 10% PL - 5 Ki Cost
Tier 3 - Average - 25% PL - 15 Ki Cost
Tier 4 - Heavy - 35% PL - 25 Ki Cost
Tier 5 - Massive - 50% PL - 50 Ki Cost
Ultimates have a minimum Ki Cost:
50 Ki - Damage and effects can vary, and influence this cost.
Characters have 100/100 Ki - Unless otherwise noted by a Racial!
You can use all of your actions in a turn to charge your Ki for 30 points per charge.Otherwise, your Ki recharges naturally per turn by 10.
How to Use Techniques:
Basic attacks such as kicks, punches, or Ki blasts do basic damage. They don’t cost anything to use other than an action.
You can use any of the five tiers freely so long as your ability is at the appropriate level.
Tier 1 and 2: Level 1 Techniques
Tier 3: Level 2 Techniques
Tier 4 and 5: Level 3 Techniques
Charging:
Anything beyond tier 5 in terms of damage must be charged up. You can spend one out of your three allotted actions per turn charging an ability, and doing so will increase it by 5%. HOWEVER, if you use all three actions for charging, it will increase by 20%. Charging caps at 100%.
Technique EXP:
Finally, techniques improve through uses. Use Kamehameha, and you get 1 EXP for it. Use it in a battle or spar and successfully land a hit, and you'll get 3 EXP!
EXP can be further increased through certain items, or within certain conditions -- you'll be told where this is applicable.
Examples are as follows:
Utility Techniques:
Ki Sense Level 1 = 0/10
Ki Sense Level 2 = 0/20
Ki Sense Level 3 = 0/40
Attack and Defensive Techniques:
Kamehameha Level 1 = 0/20
Kamehameha Level 2 = 0/40
Kamehameha Level 3 = 0/80
Master a Technique, and you'll get a Mastery Bonus!
Ki Sense, for example, increases the range at each level, total mastery lets you sense Ki through dimensions!
To level a Technique, you must simply use it. A use will give you 1 EXP. Kamehameha would go from 0/20 to 1/20. If it successfully hits a target, then you get 3 Experience instead! Meaning you have 3/20.
Note that once you gain Experience for a Technique, you will enter EXP Cooldown. For 2 turns, you will be unable to gain EXP with that Technique! You can still use it, but EXP wil not increase.
HOWEVER, EXP Cooldown for one Technique does not apply to another. It could be active for Kamehameha, but Ki Sense? You can still gain EXP for that! This is to discourage you from spamming techniques, which brings us to...
The Spam Rule
There is one final thing to note. The more times you use an offensive technique in a row without switching it up, the less effective it becomes. Use Kamehameha three times in a row, and you’ll suffer quite the damage penalty for it. Vary it up! Every Fighter in Dragon Ball relied on more than just a single technique in battle. The first use always deals full damage, and each successive use after that reduces the damage down a tier. Your damage can’t fall below the Basic Tier, at least.
Example:
Kamehameha twice in a row = damage reduction on the second use
Kamehameha, Wolf Fang Fist, Kamehameha = no damage reduction
Note that Healing and blocking/dodging operates on the same tiers as Damage does.
Actions:
Finally, each turn in a battle has a limited number of Actions that you can perform. This comes in the form of three actions. You can choose to use as little or as many as you wish per turn, but only up to a max of three. Attacking, Blocking, and Dodging even in their basic forms all take actions to perform.
Example:
Goku’s Post means he has 3 actions to perform, as he starts the fight, he gets to choose any 3 to kick things off.
Vegeta’s Post means he also has 3 actions to perform. At this point he must decide how he wishes to respond. Ignoring attacks are free, but you’ll also take full damage.
Health Bar System:
For Sagas, it is mandatory to use the actual HP System for characters, enemies and bosses.
PL x 2 = HP Amount
When Transformed, you take your total PL and multiply that just as above, and that becomes your HP Total. Each Transformation is considered a “Full Heal” when used for the first time in that thread. But afterwards, the HP Bar becomes “static” and is tracked for the whole duration of that thread. You will be expected to keep track of this, don’t try to cheat the system!For Freeform, there isn’t really an “HP Bar” to worry about. However, we’ll ask you to be realistic with it. Characters in Dragon Ball are tough; but even they can only take so much punishment before they start to feel weariness and the strain simply becomes too much for their bodies.
Play it by ear, but be fair. If it becomes necessary, you can ask Staff to mediate your fights, and we’ll make a decision based upon actions taken, how things were written, and how realistically someone could or couldn’t keep going based upon the findings.
Example:
You have 10,000 PL, so your HP is 20,000. You activate Oozaru, turning your PL into 100,000 with the x10 modifier.
You have 200,000 HP when you first activate your Transformation, and the Transformation lasts for several turns. You drop to 160,000 HP, and then your Transformation is deactivated for one reason or another.
The next time you activate that Transformation, you will return to 160,000 HP. The only way to get rid of this damage is to be healed in that thread, or finish the battle and be in a new thread.
You will return to full HP in your Base Form once a Transformation is deactivated, unless you are defeated within your Transformation, in which case you are considered to be knocked unconscious, and your HP becomes 0 -- Period!
Freeform:
This is when you simply forgo the mechanics and let the writing decide how things go. Mechanics play less of a factor here, but you can still use your character's current status as an indicator of how strong they are, and what they're realistically capable of.
To summarize; use this if you want a casual thread, and you're in it for the Story. Sagas will make it mandatory to use the Mechanical system, but otherwise? Go nuts!