Guide to Combat in Ezarion in Lands of Ezarion | World Anvil
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Guide to Combat in Ezarion

Greetings travelers! Welcome to Ezarion’s guide to combat. This guide is intended to explain the two methods of combat, Honor and Dice, and give examples of both. Though the basic rules laid out here are set in stone, there is nothing preventing you from expanding and adding onto the rules. Nevertheless, make sure that both parties agree to the rules before trying to enforce them.    

Dice Combat

      In Ezarion, Dice combat is a turn based system in which players make attacks that their opponents must defend against. The turn order looks something like this:   Attacker emotes their attack
Attacker roles dice and adds any appropriate modifiers
Defender roles dice and adds any appropriate modifiers
Both players compare dice totals
Defender emotes taking damage if they lost, or dodging/blocking the attack if they win.
  The winner in each attack is whoever has the highest number. For example, if the attacker rolls a 15, and the defender rolls a 10, the attack goes through and the defender takes damage.   If the attack is physical, and not a spell, then the damage dealt is the difference between the two numbers. Using the previous example, the defender would take 5 damage, since 15-10=5.   Attacking with a spell, however, works slightly differently. The attack is carried out in the same way, with both attacker and defender rolling dice to determine if the attack succeeds. However, rather than the damage being decided by the outcome of the dice, each spell has its own predetermined damage and/or effects. This way, it doesn’t matter if your dice roll is higher than your opponent’s by 10, or by 1, you’ll always be guaranteed the same damage.   Once the attack has been resolved, the turn moves to the next person in order, and they become the attacker. You can only make one attack per turn, or you can use your turn to perform another action, such as healing or using an item.   Combat ends when your hp drops to 0 or below. Depending on the nature of the fight, this could result in unconsciousness, death, or simply “tapping out” if the fight was more of a friendly sparring session. You should discuss beforehand if the fight will be lethal or not, though this isn’t always required. Should your character lose a lethal fight, it is up to the other character if they want to kill you or not. The only way to prevent this death out of character is to use a death ticket, which allows you to escape death once, though at the cost of a permanent and disabling wound.    

Stats

  Stats are used mostly in combat, and occasionally in raids/events to determine if you're character is capable of certain feats. (Ex; Your full dex build character probably couldn't push a boulder) Each one here is listed with a short description of how they work. Once your character sheet gets accepted, you get 5 points to allocate up to a certain cap, based on level. (See below at "Level-Up" for the point and cap table)
  Strength: This is the stat for all melee attacks. When attacking with something like a sword strike, you would add a strength modifier to your roll. Can also be used in events and raids to perform feats of strength at your DMs discretion, such as lifting an exceptionally heavy object.
  Dexterity: This is the stat for all ranged attacks. From firing a bow, to throwing a dagger, you would add a dex modifier to your roll. Can also be used in events and raids to perform feats of dexterity at your DMs discretion, such as any roll that might involve Sleight-of-hand.
  Resolve: This is the stat for tanking damage. From blocking with a shield to shrugging off damage with your body alone, you would add a Resolve modifier to your roll. For each point in resolve, you may add +2 to your maximum health. (Note, tanking damage with resolve does not block any effects that an attack may cause.)
  Resistance: This is the stat for resisting effects. If an attack or spell comes with an effect, you may roll a saving throw with a Resistance modifier.
  Acrobatics: This is the stat for dodging attacks. If you dodge an attack, you would add an Acrobatics modifier to your roll. (Note, dodging an attack will also dodge any effects that an attack may cause.)
  Focus: This is the stat for hitting with magic spells. If you send a magic missile at someone, you would add a Focus modifier to your roll. (Note, Focus does not increase any damage from magic attacks.)
  Mana: This is the stat for increasing your mana pool. For each point in Mana, you may add +2 to your maximum mana pool.
  Luck: This is the stat for re-rolling low rolls. Luck will allow you to re-roll if your base roll (Before modifiers) is equal or less than the amount of points you have in it. If you re-roll, you have to take whatever your re-roll was, even if it is also equal to or less than your points in luck. (Ex. I roll a 1 on a melee attack and have 1 point in luck, I may re-roll ONCE in hopes of a better roll. Even with a modifier in strength, I am allowed to re-roll, as before the modifier was added, the roll was 1.)

Leveling-Up

  Leveling up is a process that is accomplished through application, the application will ask many different questions, but the overall goal is that both you and your character are ready for a boost in power. You start at level 0 and can make it to level 5, with a level 6 option being available for truly powerful or iconic characters. Each level will give you a certain amount of points and a "level cap" for each of your stats. (Ex; at level 1 you can only get as many as 2 points in any stat, since the cap is at 2 and cannot be exceeded in the stat-block.)

Level 0 (Citizen): 0 points 0 cap. (Approved character sheet to ascend to next level)
Level 1 (Adventurer): 5 points, 2 cap. (Application to ascend to next level)
Level 2 (Apprentice): 10 points, 4 cap (Application to ascend to next level)
Level 3 (Adept): 15 points, 6 cap (Application to ascend to next level)
Level 4 (Master): 20 points, 8 cap (Application to ascend to next level)
Level 5 (Legend): 25 points, 10 cap. (See below for "level-up" to 6)
Level 6 (Demi-God): 35 points, 14 cap. (No more levels beyond)

Ascending to Level 6: In order for a character to make it to level 6, they will have to fight an NPC and write a short story about their character. The NPC will be level 5 and played by a staff member, they will also have their own abilities. The short story must be at least a page long, and essentially describe your characters "Ascension" with how and why they are even getting the coveted level 6.

Extra Alterations: Alterations, previously known as "Abilities", are special little modifiers for your character. Those will be explained elsewhere, all you need to know is that you have 2 at level 0, and get extra ones at levels; 2, 4, and 6.   Click Here to do the Level-Up application~!  

Items in RP

Both armor and weapons tend to have their own features in combat. Weapons and armor can; Apply effects, require certain stats to use, have custom abilities, or give bonuses to rolls or damage. Some items, say like health potions, can be consumed during a turn and apply an effect to your character in the middle of combat.

These weapons and armors are crafted by players on server, or staff. Whatever an item says it can do, it can! All items and their effects will be explained /on/ the item itself, and those effects will always happen as long as that item is being us


Equipped Items:
When combat starts, whatever armor you're wearing and whatever weapons you're holding cannot be swapped out with other weapons or armor. This rule has exceptions, depending the weapons being switched to and how. (Such as, "Drops sword on the ground and unsheathes boot dagger")

Dual-Wielding: Some weapons can be held one-handed, and since you have two hands you may technically hold 2 different weapons. In combat, you may use both weapons from either hand. If you strike using both of them, you may ONLY use the damage from one of the weapons, however you may apply both effects from both weapons. The items you can dual wield with is up to the DM's discretion.

Conclusion

    Although these rules are more or less set in stone, they're not meant to define or restrict roleplay combat purely to what is described here. As long as all parties are in agreement, feel free to expand and experiment with roleplay combat however you like. Maybe you want to sneak up on someone and strike first, and roll to see if you're discovered before you can land the first blow. Or maybe you want to emote summoning a giant fist made of water to pummel your enemy, but rather than using a spell, you're instead just adding magical flavor to what would otherwise just be a physical attack. Get creative! Have fun, and make sure to always ask before assuming you can do something outside the rules.

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