Post by Dark Harbinger on Feb 14, 2016 21:19:37 GMT
War/Conflict Rules
War threads are conducted whenever large scale combat takes place, and must have a moderator to oversee them. In order to keep track of the flow of battle, a modified version of the advantage system is employed, with advantage points being awarded based on the troops of all sides involved and the current situation on the battlefield. At the end of every 'war phase', which is comprised of 3 Roleplaying rounds, the battle moderator will give an update on the status of the battle, giving a short description of troop movements and battlefield events, and updating the battle report. Unlike normal combat, advantage points do no cancel out if both sides would claim a point for the same category.
Types of Advantages:
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Numbers - You gain 1 point of advantage for every 10 units you have on the field, plus an additional point if you have more troops than your opponent. This number is based only on the troops currently deployed, and may change as you lose troops or mobilize more units.
Soldier Types - Certain types of soldiers, which must be declared when entering the battlefield, gain advantage over certain opposing types as follows: Cavalry gain the advantage against Archers; Archers gain the advantage against Infantry; Infantry gain the advantage against Magicians; Magicians gain the advantage against Cavalry.
Soldier Ranks - Advantage points are granted based on deficiency of ranks between two soldier groups - for instance if a group of ten A-rank soldiers are fighting ten D-rank soldiers the first group would gain three advantages.
Momentum - A measure of how much things are going in favor of a particular army. You gain one advantage point from momentum for every 'war phase' you held advantage for, and you lose one point for every turn you have not held advantage for. Momentum cannot go below 0.
Character Influence - Advantage points can also be awarded or taken away from armies based on the actions of all characters in the topic. At the end of each 'war phase', the battle moderator will award these bonus points based on what has happened in the thread over the last turn, thus giving players a viable way to effect the outcome of the battle.
Misc. - The battle Moderator can also give points to either side based on any factors they think would have a reasonable effect on the battle. This can include things like terrain, weather, the types of troops that both sides are using, morale, and special effects from events.
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Once both sides' totals are calculated, the current advantage holder is determined. This is done by generating a random number between 1 to 6, and are combined with that side's advantage points. The side that ends with the highest result has the battle advantage for this round. Both sides lose a number of troops at the end of the round equal to the total advantage points of their opponent, but the side that currently holds the advantage has their losses cut by 50%(round up the amount lost). When units are lost, the battle moderator randomly determines which units are removed.
Fortifications - In addition to lowering advantage points that your opponent gains from their siege engines, fortifications reduce the amount of causalities a force takes at the end of each 'war phase'. This reduces losses by a set percentage based on the specific fortifications being used(once again, round up when calculating losses), so long as the fortification remains intact. The battle moderator determines when and if these defenses fall, generally basing the decision on each side's momentum and the flow of the battle.
Retreats - A leader will seldom let their entire army be routed in battle, it's important to know when to cut your losses and retreat. when attempting a retreat, the battle mod will generate a random number between 1 and 10. If the result is greater than your opponent's current momentum + 1, you successfully retreat. If you fail to retreat, you automatically forfeit advantage for the turn, and your forces take 50% more casualties than normal. You can increase your odds of successfully escaping by sacrificing units under your command, adding 1 to the result of your roll for every 3 units sacrificed.
Challenges - Two commanders/heroes can enter a challenge if one so desires. Should the opposing hero refuse, the challenger's forces gain an advantage. Should the two enter a challenge they cannot be disturbed by the common war underfoot, and may only be joined/interrupted by other heroes. The forces of the winning commander/hero gain 3 points of advantage in the form of a morale boost for the troops; This bonus lasts until the end of the battle or until the winner of the challenge either dies or retreats.
War threads are conducted whenever large scale combat takes place, and must have a moderator to oversee them. In order to keep track of the flow of battle, a modified version of the advantage system is employed, with advantage points being awarded based on the troops of all sides involved and the current situation on the battlefield. At the end of every 'war phase', which is comprised of 3 Roleplaying rounds, the battle moderator will give an update on the status of the battle, giving a short description of troop movements and battlefield events, and updating the battle report. Unlike normal combat, advantage points do no cancel out if both sides would claim a point for the same category.
Types of Advantages:
---
Numbers - You gain 1 point of advantage for every 10 units you have on the field, plus an additional point if you have more troops than your opponent. This number is based only on the troops currently deployed, and may change as you lose troops or mobilize more units.
Soldier Types - Certain types of soldiers, which must be declared when entering the battlefield, gain advantage over certain opposing types as follows: Cavalry gain the advantage against Archers; Archers gain the advantage against Infantry; Infantry gain the advantage against Magicians; Magicians gain the advantage against Cavalry.
Soldier Ranks - Advantage points are granted based on deficiency of ranks between two soldier groups - for instance if a group of ten A-rank soldiers are fighting ten D-rank soldiers the first group would gain three advantages.
Momentum - A measure of how much things are going in favor of a particular army. You gain one advantage point from momentum for every 'war phase' you held advantage for, and you lose one point for every turn you have not held advantage for. Momentum cannot go below 0.
Character Influence - Advantage points can also be awarded or taken away from armies based on the actions of all characters in the topic. At the end of each 'war phase', the battle moderator will award these bonus points based on what has happened in the thread over the last turn, thus giving players a viable way to effect the outcome of the battle.
Misc. - The battle Moderator can also give points to either side based on any factors they think would have a reasonable effect on the battle. This can include things like terrain, weather, the types of troops that both sides are using, morale, and special effects from events.
---
Once both sides' totals are calculated, the current advantage holder is determined. This is done by generating a random number between 1 to 6, and are combined with that side's advantage points. The side that ends with the highest result has the battle advantage for this round. Both sides lose a number of troops at the end of the round equal to the total advantage points of their opponent, but the side that currently holds the advantage has their losses cut by 50%(round up the amount lost). When units are lost, the battle moderator randomly determines which units are removed.
Fortifications - In addition to lowering advantage points that your opponent gains from their siege engines, fortifications reduce the amount of causalities a force takes at the end of each 'war phase'. This reduces losses by a set percentage based on the specific fortifications being used(once again, round up when calculating losses), so long as the fortification remains intact. The battle moderator determines when and if these defenses fall, generally basing the decision on each side's momentum and the flow of the battle.
Retreats - A leader will seldom let their entire army be routed in battle, it's important to know when to cut your losses and retreat. when attempting a retreat, the battle mod will generate a random number between 1 and 10. If the result is greater than your opponent's current momentum + 1, you successfully retreat. If you fail to retreat, you automatically forfeit advantage for the turn, and your forces take 50% more casualties than normal. You can increase your odds of successfully escaping by sacrificing units under your command, adding 1 to the result of your roll for every 3 units sacrificed.
Challenges - Two commanders/heroes can enter a challenge if one so desires. Should the opposing hero refuse, the challenger's forces gain an advantage. Should the two enter a challenge they cannot be disturbed by the common war underfoot, and may only be joined/interrupted by other heroes. The forces of the winning commander/hero gain 3 points of advantage in the form of a morale boost for the troops; This bonus lasts until the end of the battle or until the winner of the challenge either dies or retreats.