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RPG Combat Primer (Long form)

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RPG System Primer - Intro

 

The RPG System is a fascinating system that is integrated into your base character and allows you to develop your character your way, without a heavy focus on AFKing or split second skill. While the system does encourage intelligent play, devotion of time, and risk management, the system is more even handed and staggered, so that everyone has a ‘chance’.

 

The system uses a series of commands to function, almost all of them reached via the ‘.rpg’ command, found in your RPG Handbook, or RPG UI. Simply typing this ingame will give you a huge breakdown of commands and extensions, allowing you to see the vast list of things you can do in the system. We are, however, discussing combat details today.

An index is available to control+f to all the topic at any time, topics can also be condensed for easier viewing.

1. RPG Character
2. Making a Character
3. RPG Combat
4. RPG Equipment
5. RPG "Terms"

 

RPG Character

 

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The easiest way to understand your character is the simple command ‘.rpg csheet’ while targeting yourself(You can also see this information using the item ‘RPG handbook’ which all characters get on creation!). This will give you a huge breakdown of your character, from individual stats, available skills, class information, and XP. If you use ‘.rpg csheet’ on another target, it will give you a less informative breakdown of them, with a rough estimate of their ‘skilled experience’ and their relative health that is modified based on your attributes score.

 

From here we see a TON of information!

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The first item seen on a ‘Csheet’ is your name and XP Totals, one is the Total XP you have earned on a character, the other is the amount available to spend.

 

The next item is your current Productivity and daily Productivity caps. Productivity is a resource that regenerates over time, a player will earn 60 in a day (5 every 2 hours) and they can spend it on crafting, gathering, leveling up their attributes, buying items, and more! The Productivity caps refer to how much you can spend on a ‘school’ in a given day, you have a cap of 45 for combat and 45 for production each day.

 

Below that section, rather obviously lists the levels you have in your Gathering and Production skills. You can level all of them, a select few, or even 1 all at once- with their effects governed by what rank you have 1-100.

 

After is your faction tag, which can often determine their reaction to you- Horde characters are generally hostile to Alliance, Twilight’s Hammer is hostile to everyone, Neutral characters are generally non-hostile. You should become familiar with how people might react to you based on your faction.

 

Next is training level, race, and class- above you can see an Untrained Human Warrior. THe first section, in this case untrained is determined by how much XP you’ve spent leveling your attributes- you can use this to see how deadly a foe is. Race and class are next, each race and class has different spells, abilities, and attributed stats - it’s important to become familiar with the combinations to assist your battle plans.

 

Listed next to it is the total ‘Silver’ you have on your character, which you can trade to other characters, NPCs, store in a bank, and more. It’s legal tender among civilized people and you should be on the lookout for chances to earn it!

 

Now we have a look at the combat stats. Each character begins with 250/250 HP, 20/20 Energy, 4/4 Essence, and Fatigue Percent. These stats represent much of your effectiveness in combat, HP governing how much damage you can take, Energy governing what you can do in a turn, Essence allowing you to use powerful abilities, and Fatigue representing how exhausted and prone to injury you are.

 

After that, we have a list of our six Attributes, Strength, Dexterity, Constitution, Perception, Willpower, and Ingenuity each of which has a unique purpose in combat and otherwise. All of these have a viable strategy to them, allowing you to build out your character and find new ways to do battle, RP, and level up using your XP.

 

Next is abilities. Each character gets several starting abilities, ranging from simple weapon attacks and utility skills to movement and executions! These base abilities are further enhanced by your Attributes, Equipment, and consumables and can be switched out and learned to a cap based on your Attributes and Buffs.

 

The last section is armor and weapons. The RPG system allows you to equip armor and weapons to your character, further customizing your character’s strengths and weaknesses. You have Main-Hand and Off-Hand(Which can both be filled with a Two-Hander or a Ranged Weapon)and Armor.

 

 

Making a Character

 

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The first, obvious thing to do is to know what you want to do. Are you a melee character or a ranged character? Are you going for heavy armor or light armor? Are you focused on abilities or weapon attacks? Do you want to focus on buffs and debuffs, heal, or deal damage? You can mix and match all these and make a character that matches your playstyle, everything has a purpose and everything has a counter.

 

Your first choice on making a character will be your Race. You should always pick a race that you enjoy and that you can fit your RP around and each race will come with certain inherited stats that make them better at certain things! The effects of each race are listed below:

 

Gnome - Increases max energy by 1

Goblin - Increases Outgoing and incoming damage by 5%

Dwarf - Reduces Incoming Physical Damage by 5%

Undead - Reduces Incoming Healing by 10%, Increases Maximum Health by 25

High Elf - Reduces Incoming Magic Damage by 5%

Blood Elf - Reduces Incoming Magic Damage by 5%

Human - Increases Hit chance by 1

Orc - Increases Outgoing Damage by 2.5%

Night Elf - Increases Dodge Chance by 1

Jungle Troll - Increases Incoming healing by 5% and increases out of combat HP regen by 10

Pandaran - Reduces Incoming and Outgoing Damage by 5%

Worgen - Increases Critical Strike chance bt 2% and grants you the Worgen Form Spell

Draenei - Increases Outgoing Healing by 10%

Forest Troll - Increases Incoming Healing by 5% and increases out of combat HP regen by 10

Tauren - Increases health granted from Constitution from 50 to 53

Ogre - Increases Maximum Health by 13

 

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Once in game, you’ll have to pick a class! Each class has a select toolkit of spells and abilities which can be found HERE and will also have certain base attributes, listed below:

 

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Once you have chosen both of these, you can begin to ‘Build’ your character with your Combat XP, which is alloted to you on creation, and more can be earned over time. You can level up your skills using your RPG handbook or with the ‘.rpg buy’ command. The Attributes are Strength, Dexterity, Constitution, Perception, Willpower, and Ingenuity. Each attribute has several effects, which are listed below:

 

Strength governs your ability to wear armor(All armors have some strength requirement), it determines your ability your overcome an enemy’s dodge rating when using Strength weapons and abilities, it allows governs the scaling of certain weapons, if your Strength is the highest between Strength and Dexterity- Strength will govern your Melee Action Check, and Strength scales with certain abilities.

 

Dexterity governs how much damage your actual ‘dodges’ mitigate from the attack(Up to 80%), it determines your ability your overcome an enemy’s dodge rating when using Dexterity weapons and abilities, it allows governs the scaling of certain weapons, if your Dexterity is the highest between Strength and Dexterity- Dexterity will govern your Melee Action Check, Detexerity will determine how much energy you begin with in combat(Before Energy Regeneration from Ingenuity), and Dexterity scales with certain abilities.

 

Constitution increases your maximum HP by 50 for each point invested, it will reduce the amount of ‘Fatigue’ you suffer from all actions, and will also increase your natural HP regeneration outside of combat.

 

Perception governs your ability to dodge attacks(but not the amount of damage it mitigates), it is the primary determinant of who goes first in combat, It is the primary determining factor in your ability to flee in combat, and it also provides more accurate information when using the ‘.rpg csheet’ command on a player or NPC.

 

Willpower governs the number of abilities your character can learn(A player has 3 base, plus 1 for every 2 Willpower they have), it determines your ability your overcome an enemy’s dodge rating when using Willpower weapons and abilities, it allows governs the scaling of certain weapons, and Willpower scales with certain abilities.

 

Ingenuity governs the amount of Energy regeneration you have in combat(A player has 10 regeneration per turn base, plus 1 for every 2 Ingenuity they have), it increases your physical critical strike chance by .5% per point, it increases your magical critical strike chance by 1% per point, and Ingenuity scales with certain abilities.

 

Putting points in attributes is powerful and each has a strong effect, making them expensive. You can buy them with your RPG handbook or the ‘.rpg buy attr ATTRIBUTENAME’ command, the cost of attributes scales as you level them up, scaling exponentially.

 

Next, as promised, is abilities! There are a whole host of non-base abilities, and we WON’T go over all of them here, there is a document listing all of them that will feature elsewhere. In the meantime, the easiest way to learn about abilities is to look for them in your RPG Handbook in the ability dictionary or use the command ‘.rpg info ABILITYNAME’ for example: .rpg info rend, .rpg info moonfire, or .rpg info strength.

 

We have a huge number of abilities to learn, with each class having 4 ‘unique’ abilities and then a host of neutral ones. To see them all simply type ‘.rpg buy list’ or look at them in your RPG Handbook in the Ability dictionary, you will see class spells in blue, the neutral ones in green, and generic spells in white. They will also have numbers next to them, the numbers in light blue are there Energy Costs, whereas the purple number is it’s Essence cost.

 

Once you have figured out what you might like, you can purchase some abilities! Do this by using the RPG handbook in the ability dictionary, using the buy command or with the‘.rpg buy ability ABILITYNAME’ command, abilities are free to learn, but you can. Keep in mind you can only buy 3 +(Willpower/2) abilities for your character, if you want to learn another after you’ve purchased one, you’ll need to forget an old ability using your RPG Handbook’s ability page or with ‘.rpg forget ABILITYNAME’. Keep in mind, you can only forget an ability once every 48 hours, so tailor your builds wisely!

 

Once you’ve worked out what you’re buying, buy it, and finalize your build, the next thing to get is armor and weapons! We have the process MUCH more simple and easy to use! Simply find a token that matches the type of equipment you have, so for example, a ‘Longsword Token’ matches a One-Handed Sword, click the token, then click the weapon. Same for armors. Once you’ve done this, you can put the item on your Paperdoll in the Wow interface and type ‘.rpg equip’. This will put all those items on your character in the RPG system and you are set to go! Keep in mind, certain armor and weapons have attribute requirements- you can only equip heavy things or interesting items if you have those attribute scores, so double check before you finish!

 

 

RPG Combat

 

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After all that information, Combat may be the simplest to do! To initiate a fight, simply use the RPG handbook Fight/States button or the ‘.rpg fight create’ command. To accept a challenge or to join an existing fight use the RPG handbook or the ‘.rpg fight join FIGHTNUMBER’ command and you will be thrown into the mix! Certain fights, like those with NPCs may automatically ‘add you’ to the fight if you get too close!

 

A battle can seem intimidating at first, but you have plenty of options! You can check on the fight states and engagements with your RPG handbook or various commands like ‘.rpg csheet’, ‘.rpg fight info’, and ‘.rpg act list’. All of these can keep you up to date on how you and others are doing, whose turn it is, what’s happening, and what you can do.

 

If it is your turn in a fight, you will first get a breakdown of how much Energy you generated and any buffs or debuffs that ticked. Than you will get a chance to act, you have many options and it’s usually best to check in your RPG handbook and look at your energy, HP, and available spells and act on the situation, you can also check  with ‘.rpg act list’ and ‘.rpg csheet’. Not only will you see what you can do and how much Energy and Essence it will cost, it will also help you to understand your future actions as well.

 

You can use as many actions as you like in a turn, so long as you have the Energy and Essence for it, and when you finish you will use the ‘End spell found in your RPG handbook ability page or with ‘.rpg act end’ command to pass your turn. When a turn ends, some buffs and debuffs will take effect and you will go to whoever is next’s turn.

 

Combat will go back and forth until the party’s agree to end the fight with RPG Handbook’s end fight button ‘.rpg fight end’, the player who is not incapacitated using ‘.rpg act end’, all but one player is executed or injured, or all parties are knocked out.

 

Once out of combat, players will have to deal with any sustained injuries or deaths, the fatigue, and lost HP and essence- which can heal over time or with certain items and abilities.

 

 

RPG Equipment

 

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The equipment follows a uniform in the way they are laid out. The types of weapons you can wield are restricted only by your Attributes, and perform based on those same Attributes. Armor on the other hand is more based on how you choose to lay out your character and how much Strength and other Attributes you have.

 

Weapons follow a simple method of function to perform and are relatively easy to understand. When applied to a weapon it should look something like this, “Common - Dagger(Dagger) - 5-55, 6% Crit, Dexterity Scale 5.0”. We have a lot of numbers, so let’s go over them. The first is simple, the rarity of the weapon, in this case ‘Common’ determines it’s availability in terms of crafting, followed by it’s name, ‘Dagger’ which is the flag it will have attached to a weapon, the subject in the ‘()’ is it’s in-game weapon subtype, the weapon MUST be assigned to that kind of weapon. Followed by that we have ‘5-55’, this is a flat damage scale assigned to the weapon, whenever it’s used, you’ll get a number in that range added to your weapon damage. Than it adds a flat amount of damage, in this case, your Dexterity multiplied by 5.0. The final thing of note is ‘6% Crit’, This means the weapon has 6% crit(Plus whatever base crit your character has, and it’s modifiers) which will allow it to deal bonus damage if it hits that ‘range’ on an attack.

 

Weapons are very diverse, with everything from shields, to guns, to staves, and each has it’s own effects, with ranged weapons able to be used for ranged attacks, certain staves and offhands giving passive bonuses, and some weapons able to be dual wielded!

 

Armor is a bit easier to follow, in this case, we have an initial functionality, when applied to a chest piece it would appear as this, “Rare - Runic Platemail - Requires 6 Strength, 15% Physical Mitigation, 10% Magical Reduction, Reduces Dodge Rating by 4”. This is again a lot of stuff, but it’s rather self-explanatory. The first item is it’s rarity in this case ‘Common’ determines it’s availability in terms of crafting, next is ‘Runic Platemail’ which is the flag it will have attached to an armor  the subject in the ‘()’ is it’s in-game armor subtype, the weapon MUST be assigned to that kind of armor.The next number is it’s stat requirement to use, in this case you need 6 Strength to wear it in combat. After that, it shows it provides 15% physical mitigation, reducing all physical damage by 15%, the next is similar, with 10% magical mitigation, which reduces magical damage taken by 10%.

 

 

RPG "Terms"

 

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Essence - A powerful character resource that regenerates VERY slowly, this is used for powerful skills or effects and must recharge!

 

Melee Action Check - A dice action that takes your Strength or Dexterity(Which is highest) and rolls it plus 2D5 to get a total value. Commonly used when trying to breakengagements or for certain attacks.

 

Magical Action Check - A dice action that takes your Willpower and rolls it plus 2D5 versus your opponent. Often used to determine the damage or heal value on a spell or for certain effects.

 

Buff - A persistent effect on a character, a short term ability that usually benefits them in some way.

 

Debuff - A persistent effect on a character, a short term effect that usually detracts from them in some way.

 

RPG Handbook - An Item given to a player on launch which will allow them to use many RPG functions without the need for typing commands.

 

Dodge - A passive effect that mitigates damage, whenever an attack is made, based on the type it will take the ‘key attribute’ of the attack (Strength, Dexterity, or Willpower) and roll it versus an opponent’s Dodge Chance(Determined via Perception + Gear/Effects)+ a small dice roll. If the defender’s roll exceeds yours, the damage from the attack will be reduced, by a factor of the amount the defender exceeded your roll times their Dodge Mitigation(Determined Via Dexterity + Gear/Effects). Damage reduction can only go as high as 80%.

 


 

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