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Thread: TAoM Combat Mechanics

  1. #1
    A Small Miracle ★LunaLight★'s Avatar
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    Why You Should Read This

    What Is This?
    This guide explains a unique magic PvP combat system. If anyone wishes to use this system, I don't care for credit, but link me to your OOC so that I may watch how it preforms in different settings. If you have any comments, just drop me a message. I <3 feedback.

    Lets Get Started!
    The guide is definitely not a quick read, even after all my efforts to condense information. Unless you are in TAoM, you aren't likely to have any motivation to take your time learning a combat system you aren't required to be a part of. Most of the people who would enjoy this don't like complexity, and I feel bad that I might be scaring away my target audience. So before you click away, please consider:


    Changes
    The finalized version of TAoM was finished on 1/14/13. For the next few days, only minor edits and help text will be added/changed.

    Table of Contents
    1. Core Rules
    2. Live Battle Example
    3. Special Rules And Potentially Confusing Concepts Explained
    4. Character Help
    5. Helpful Extras
    6. People That Were Kinda Awesome
    Last edited by ★LunaLight★; 01-14-2013 at 04:07 PM.

    Thanks for the siggy Harby san. You definitely know my tastes.
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  2. #2
    A Small Miracle ★LunaLight★'s Avatar
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    Core Rules

    Overview
    TAoM combat involves a fight between player controlled mages in which the goal of combat is to reduce the opponent's ward to 0% by the means of casting spells. The players control their mages by utilizing action slots with various commands available. Neither player knows how the other will act, as all posts are sent to a neutral third party called the arbitrator, who is responsible for updating the IC with information about the battle. This section will cover the core rules which apply to every TAoM match, and walk through the process of combat.

    Combat Sheet
    In order for a character to fight, it must have a combat sheet. The combat sheet functions like a stat sheet which gets updated as the fight progresses. It contains only information which is critical to combat.


    Core Extensions
    Some rule extensions are used to define how to play the game, or function as a critical balancing mechanism. The Core Extensions apply in every TAoM fight unless stated otherwise.


    Action Slots
    Once combat sheets are up, the fight can begin. The fight is carried out using action slots. These slots represent the actions available to your character. They also serve to organize the casting and revolving of spells. While these don't refer to a specific period in time, they do state the order in which actions occurred. Because anticipating doesn't happen in a constant order with the other slots, the time slot organized by the anticipate slot is referred to as the intermediate step to avoid confusion. I highly recommend using these charts as a reference during TAoM battles.


    Congratulations
    You now know everything you need to know to play a TAoM fight. If you want to create your own rules, please read the hider below.


    If there are any questions about why and how the system works, read the Live Battle and System Notes.
    Last edited by ★LunaLight★; 01-14-2013 at 04:05 PM. Reason: Finalizing The Guide

  3. #3
    A Small Miracle ★LunaLight★'s Avatar
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    Live Battle Example: Luna vs Mabuu

    *breakdowns will be added tomorrow*
    Remember, this is merely a demonstration, and does not reflect the amount of time and effort that can go into combat posts. The components are exaggerated to be easy to follow, and there isn't much fluff so it is a faster read. Also, while this covered and commented on many of the topics concerning magical combat, it by no means covered everything. If you want me to explain a specific situation, PM me and I'll break it down. I will post more examples of actual battles as they are completed.

    All the IC posts are made at the same time, without knowledge of what the other posted that round. I've underlined the respond to illustrate the difference between it and the react. Anticipation is marked in italics. It is held until the next round ends by the arbitrator/GM to prevent the opponent reacting to it. Comments are just me talking about the round in detail, and also has breakdowns of what options from the components were chosen. The markings, breakdowns, and comments are all to make the material easier to understand; they will not be included in real matches. Also if it isn't clear, I'm playing both characters.

    Last edited by ★LunaLight★; 01-13-2013 at 11:33 PM.

  4. #4
    A Small Miracle ★LunaLight★'s Avatar
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    Selected Rule Extensions And Potentially Confusing Concepts Explained

    Rule Extensions
    Just to show examples of the practical applications of rule extensions, I'm displaying rule extensions used in my roleplay.

    Dueling Rules
    The sport of dueling has additional rules for the purpose of ensuring safety and fairness.


    BOSS Mode
    Sometimes you want to have an opponent that is just insanely powerful, and requires the whole group coming together to defeat; however, normal mechanics treat numbers as an important factor. Even if every spell they cast kills a party member, the group is likely to win simply based on the idea that they have a much greater amount of opportunity. To counteract this, the BOSS gains many unique opportunities to level the playing field. BOSS mode allows a person to act almost like a Legend of Zelda style boss. It is currently experimental, but it is about to undergo its first test.


    Magical Warfare
    There aren't going to be any punches pulled like in dueling. Because of the lack of rules associated with magical warfare, there are several options that become available.



    Handicap
    At the beginning of combat, find a conversion factor between each players %. Whenever comparing mana, each spell must be expressed in terms of the same player. Confused? See the potentially confusing concepts.

    Fighting With Multiple Combatants
    One of the biggest feats of the system has got to be the ability to host a massive number of player characters fighting at the same time with relative ease. Unlike traditional systems, it is completely plausible to have a 20 man free for all between 20 Rpers. The only major issues are character balancing, keeping track of clashing, keeping track of whereabouts, and a larger number of calculations. There are some rather simple rules associated with fighting with 3 or more players.


    Limit Breakers
    Limit Breakers are pretty much like unique ultimate attacks which are unique to your character.




    Potentially Confusing Concepts Explained
    Some of the situations you run across utilize more complex concepts. This is especially true as you use add-on effects to change the rules. This section is dedicated to explaining things in detail for those situations you don't know how to handle. If you see a topic you want to know more about, dive right on in. If you want something else explained, PM me, and it will be added here in the most reader friendly way I can conceive.

    Canceling


    The Speed Modifier


    Multi-clashing


    Being An Arbitrator
    Last edited by ★LunaLight★; 01-25-2013 at 09:47 AM.

    Thanks for the siggy Harby san. You definitely know my tastes.
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  5. #5
    A Small Miracle ★LunaLight★'s Avatar
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    Character Help

    Character Attributes
    Rule extensions may ask to provide additional about the character. While many of the components in this guide may be unused, I've included many commonly used elements.


    Spell Types
    Spells often have certain 'special effects' that go along with them. I have decided to list a few keywords here so you can get an idea of what is expected. If you have ideas of your own, ask the GM for permission, but it takes an effort to make a cool add on that is game breaking. If you would like an idea added to the list, PM me.
    Last edited by ★LunaLight★; 01-14-2013 at 04:06 PM.

    Thanks for the siggy Harby san. You definitely know my tastes.
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  6. #6
    A Small Miracle ★LunaLight★'s Avatar
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    Helpful Extras

    Popular Misconceptions
    1. All spells are defined Name(X%, Keywords)
    2. Unless there is rule text that specifically allows you to take an action, you may not preform that action. This includes the creation of character sheets.
    3. Every rule can be changed by using rule extensions. The only thing that is important is that all players follow, understand, and accept these rules.
    4. TAoM posts do not have to be short. As long as you do not break a rule, your post can be as intricate and detailed as you like.
    5. Although you may extend the rules any way you see fit, getting people to play under those rules is a different story.
    6. Keywords define effects, not describe them. Correct: Bloated-Makes the affected player unable to move every other turn. Incorrect: Bloated- Makes the character slower than normal.
    7. Combat sheets are not the same thing as character sheets.
    8. Negative keywords do not count towards your count unless you intentionally use them as part of your strategy. The whole point of them is to balance powerful keywords.

    Mechanics Explained
    This system has very specific reasons for behaving the way it does. I found myself wanting to express why it works and the neat ways it achieves balance in other sections, but I realized they are unneeded distractions. This section is purely for the curious and my own satisfaction. I might add answers to questions here if applicable.

    Last edited by ★LunaLight★; 01-28-2013 at 10:10 PM.

    Thanks for the siggy Harby san. You definitely know my tastes.
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  7. #7
    A Small Miracle ★LunaLight★'s Avatar
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    People That Were Kinda Awesome

    This is just a section to thank people who helped me improve the guide, and explain what changes were brought about because of them.

    Sand Snake helped with the beta test. After the battle with him, I realized that the anticipate step should behave in a more orderly way, and that people didn't fully understand what options were available to them. As a result, I organized the phases into tables which included every possible option characters have by default. Also, he inspired the Potentially Confusing Topics Explained Section, as I realized that the things I cut out to make the guide a faster read were important to some people. In those sections, I take my time to fully explain every detail associated with a concept. Lastly, this system originally allowed people to play without an arbitrator by placing their anticipation in a hider and trusting that people would not open the hider until the end of the next round. However the unavoidable problem is that if you skip the anticipation step, the lack of hider is a dead giveaway that you are able to limit break. Because of that, an arbitrator is now required.

    Asuras was the first person to provide feedback about the way this guide presented the information. He said that the Live Battle would be easier to understand if I separated the rounds somehow, and colored the react and response steps differently. I ended up not coloring them, but simply underlining the response, leaving the react step unchanged (colors seems to bug a good number of people), and using [hr] tags to separate the rounds. I think it looks much better now. Also, he probably didn't mean to, but he made me put up the beta rules for BOSS mode. I was originally going to wait until testing was finished, and he made me realized there wasn't much point to doing so.

    theskyrocketkid is the first person to play with the pre-finalized TAoM rules. He made me realize that I had left out passive abilities from my character creation guide, and that those can sometimes be really cool/important. The subsequent edits ended up spilling over into the rest of the sections, so the character guide is a bit more helpful.

    Zata sama was a massive help to the final version of my guide. He inspired a complete revolution of how the Core Rules work. Many parts of the Core Rules were turned into rule extensions. The anticipate step was made to contain both offensive and defensive options. Many options were refined and simplified. The way spells are cast and coped was modified to feel more natural. The definition of defensive spells were changed. Basicly everything except the premise changed because of him.
    Last edited by ★LunaLight★; 01-13-2013 at 11:29 PM.

    Thanks for the siggy Harby san. You definitely know my tastes.
    A blog, gallery, hangout, wall, forum-game-containing, advice-giving, multipurpose thread


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