Instructions

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Gameplay - Battle Sequence

-All rolls are 1d20!

Phases :

The game happens in 4 phases for each player :


1 - Announce

Post your actions in a manner that explains what you're doing in RP terms. You may break this phase up between movement, traps and attack phases, but it's important you state what you're doing before you roll for it. Your RP should indicate whether you're moving or standing still, which ability you're using, and who you're targeting with it.

2 - Move

Players determine how their character is moving, with the following stat adjustments:

  • Dodging/Moving: (default action, if you don't specify, you're moving, no exceptions)

The character attempts to remain on the move to avoid being an easy target.
Defense is normal if attacking an enemy or aiding an ally.
If only escaping your own binding or casting self skills, you gain +2 defense, as you focus on evading attacks. This bonus does not apply if you are hobbled or worse.

  • Standing Still:

Defense is reduced by 3 until their next turn. If the player currently suffers from leg binding penalties, defense is reduced by 2 instead.
They may not use melee skills on any moving targets who have not melee'd against them.
Standing still allows you to struggle twice in one turn, and also reduces your chances of hitting traps in most situations.

3 - Trap

  • This phase only applies in special arenas, which your GM will inform you about.
    • Roll 1d20 if instructed to do so.
    • Particular trap effects will be provided by the GM.


4 - Action

If a trap doesn't stop you from using your action you can either attack or struggle (be descriptive for your fellow players ;) )

You can't use Special skills until Turn 3. Remember that limited use skills are only used up once they hit a target. Cooldown skills go on cooldown even if they miss.

Remember, once your roll is made, you can't change your action.

  • Attacking: Choose target and attack used before rolling. Any spell targeting a hostile requires a hit roll. Any spell targeting a friendly does not. Attacks against multiple targets require a hit roll for each target.

Roll 1d20 to hit:

Roll Effect
Natural 1 Critical fail!
Lower than Defense Miss!
Equal to or higher than Defense Hit!
Natural 20 Critical hit!

Roll damage!

Critical hits: If the attack is bondage-based, increase resulting bondage level by 1. If the attack is damaging, add 1d6 to the damage roll. Ignore all forms of damage resistance, or any normal 'saving throws' to resist effects, as well as Reaction Abilities.

Critical fails:

  • Enemies: Damaging attacks are resolved as normal against the attacker instead. Bondage attacks will roll effect, but REMOVE those bondage levels.
  • Players: The targeted enemy gets a free attack against the player who missed them at a +2 to hit bonus. Reaction abilities may not be used against this attack.


  • Escaping:

Attempt to escape binds on you. use 1d20 and resolve depending on the level of the binding and the result of the dice: Escape Tables

5 - Ending

  • Victory:

Victory is achieved when all the enemies are defeated by knocking out all their HP.

  • Loss:

When players run out of HP, they can no longer fight and submit to their fate. When all players have submitted, the players lose. Game Over RP is thoroughly encouraged.