Post by Ezio Auditore da Firenze on Dec 16, 2010 10:59:21 GMT 10
This thread has been made to explain the points system of this website.
Upon joining, you will be given 10 points and you may use these in any way you wish in three areas; Attack, Speed and Defence. Depending on which you decide to major in, your character may gain extra abilities.
For example, a charcter with 5 attack and 5 defence with no speed, they will be unable to escape from any battle. However, they will be good fighters due to their 5 points in both fighting areas, so they will have the ability 'Mercenary', allowing them to be hired for a fight, though this does not make them part of the Assassin order.
During a fight, the points you have given your character and the abilities they've accumulated will decide the course and end. Someone with 10 attack but no speed or defence may find themselves overwhelmed when against more than one opponent, being able to attack one person per turn.
The way damage is counted goes like this; Attack is added one point from speed, and minused the defence points of the defender. So a 5 attack person with 2 speed will have 6 attack, and if the defender has 4 defence, they will recieve two damage counters as 6 minus 4 equals two.
Weapons will either add or subtract from the warrior's basic skill set. For example, a Common Sword, One Attack, One Speed, One Defence. This will add one Attack to the warrior during their assault and one Defence during their 'rest' turn. Speed doesn't affect the fight unless it's above 5, which will unlock the 'Double Attack' ability.
Outside of battle, Attack and Defence often do not matter unless an Admin or Moderator decide to cause an Event. For example, if a stall catches on fire, great speed will be necessary to escape the flames and gifts may be awarded for going back to save someone trapped inside.
To escape from a battle in which you are sure to fall if you stay to fight, your character must have greater speed than its opponent. Certain guards are faster than an ordinary character, and some are slower, but if your enemies are chasing your character in a group, they will be slowed down.
The equation for escape from battle is this: Your speed, minus the speed of your fastest enemy in the opposing force. If you are within one point of their fastest soldier, then you can call for a coin toss. The mod will always oblige.
Damage counters can be taken away by bought medicine or time during which your character continues to live (be rped) but does not fight. A starting character will have two health counters. Armour and many rping posts will add health counters to your character. If you gain the same amount of damage counters as your health counters, your character will not die but must seek medical aid immediately. However, if the damage counters exceed your health counters, your character will die.
Upon joining, you will be given 10 points and you may use these in any way you wish in three areas; Attack, Speed and Defence. Depending on which you decide to major in, your character may gain extra abilities.
For example, a charcter with 5 attack and 5 defence with no speed, they will be unable to escape from any battle. However, they will be good fighters due to their 5 points in both fighting areas, so they will have the ability 'Mercenary', allowing them to be hired for a fight, though this does not make them part of the Assassin order.
During a fight, the points you have given your character and the abilities they've accumulated will decide the course and end. Someone with 10 attack but no speed or defence may find themselves overwhelmed when against more than one opponent, being able to attack one person per turn.
The way damage is counted goes like this; Attack is added one point from speed, and minused the defence points of the defender. So a 5 attack person with 2 speed will have 6 attack, and if the defender has 4 defence, they will recieve two damage counters as 6 minus 4 equals two.
Weapons will either add or subtract from the warrior's basic skill set. For example, a Common Sword, One Attack, One Speed, One Defence. This will add one Attack to the warrior during their assault and one Defence during their 'rest' turn. Speed doesn't affect the fight unless it's above 5, which will unlock the 'Double Attack' ability.
Outside of battle, Attack and Defence often do not matter unless an Admin or Moderator decide to cause an Event. For example, if a stall catches on fire, great speed will be necessary to escape the flames and gifts may be awarded for going back to save someone trapped inside.
To escape from a battle in which you are sure to fall if you stay to fight, your character must have greater speed than its opponent. Certain guards are faster than an ordinary character, and some are slower, but if your enemies are chasing your character in a group, they will be slowed down.
The equation for escape from battle is this: Your speed, minus the speed of your fastest enemy in the opposing force. If you are within one point of their fastest soldier, then you can call for a coin toss. The mod will always oblige.
Damage counters can be taken away by bought medicine or time during which your character continues to live (be rped) but does not fight. A starting character will have two health counters. Armour and many rping posts will add health counters to your character. If you gain the same amount of damage counters as your health counters, your character will not die but must seek medical aid immediately. However, if the damage counters exceed your health counters, your character will die.