! DISCLAIMER !
All mechanics here are still in development, but here are some basics on how COMBAT and PERFORMANCE will work in GOLDEN HOUR.
Thinking of character builds and combat is not important during the application period.
! DISCLAIMER !
All mechanics here are still in development, but here are some basics on how COMBAT and PERFORMANCE will work in GOLDEN HOUR.
Thinking of character builds and combat is not important during the application period.
At first glance, GOLDEN HOUR’s mechanics and how combat and live stages (performances) work may seem very complicated as you will be having two types of stats for your characters by default:
COMBAT STATS and PERFORMANCE STATS.
COMBAT STATS
In GOLDEN HOUR, there would be two affinities damage from attacks from demon hunters could classify as – PHYSICAL and SPIRITUAL. These damage affinities could also affect the enemy’s resistance towards one or the other, meaning that an enemy with higher PHYS RES would take less damage from PHYS attacks from hunters.
Branching off, there are also three types of damage you can deal:
SLASHING DMG, like the name, is dependent on clean cuts made by cutting or sweeping motion attacks.
HEAVY DMG, which normally is made by blunt force, or simply slamming crushing blows against demons.
PIERCING DMG, usually relying on precision and accuracy; damage primarily delivered through concentrated, precise attacks to penetrate, or puncture a target.
TLDR;
AFFINITIES : Physical Damage (PHYS DMG) / Spiritual Damage (SPRT DMG)
DMG TYPES : Slashing / Heavy / Piercing
For our combat stats, we're using a slightly modified version of the traditional 6 DnD stats:
➣ STR (Strength) - Strength stat, affects damage of a character. Rolling modifier for Slashing Damage.
➣ END (Endurance) - Toughness stat, affects HP of a character. Rolling modifier for Heavy Damage.
➣ DEX (Dexterity) - Dodge/agility stat, affects AC (armor class). Rolling modifier for Piercing Damage.
➣ SNS (Sense) - Magic/intelligence stat, affects MP and Spiritual Damage output.
➣ SOL (Soul) - Support stat, affects healing amount and support skills.
➣ CHA (Charisma) - Persuasion stat, affects buffs/debuffs.
PERFORMANCE STATS
In GOLDEN HOUR, there are two types of performances – mixed performances, and performance-only stages. Like its name classification, mixed stages will also include combat rounds with participants being able to choose whether they would like to perform, or do combat instead; performance-only stages are strictly performing only without combat.
During performance stages (both mixed and perf-only), you will be rolling the Honmoon Gauge, which will lightly to moderately affect combat stats of allies, leading them to deal higher damage and ailments against demons.
TLDR; Perform for Honmoon. Honmoon = combat stat boost.
➣ VO (Vocal)
➣ RA (Rap)
➣ DN (Dance)
➣ VS (Visual)
💃Every round will always include rolls for DANCE, but if you are not taking any VOCAL or RAP lines, and you choose to roll for Dance instead of Combat, your DANCE roll will be halved, but every roll counts, no matter how small! So rest assured.
This is to avoid abuse by people who fully allocate their stat points to DANCE.
You are free to do as many background DANCE rolls as you like, but you will be required to at least roll once for VOCAL or RAP.
✨VISUAL rolls are generally saving throws if you decide to perform and roll a Nat 3 or lower, and you will be granted a chance to roll for VISUAL rolls to make up for your terrible VOCAL/RAP/DANCE roll.
Everyone will be getting 1 VISUAL saving throw by default. The number increases depending on the number of points you allocate for the VISUAL stat. (+1 saving throw for every 2 points) You can use this chance whenever you like.
If your VISUAL roll is lower than your performance roll, you will be taking your VISUAL roll instead of your performance roll.
This RP will be using two separate bots for rolling Honmoon Gauge Points (Performance) and Combat:
RollEm will be used for Performance rolls, meaning you’ll be rolling them in a separate channel (usually the main chapter’s bot channel) and you will be stating your final number (nat + mod) during your turn.
Tupperbox will be used for Combat rolls, and you’ll be manually rolling the {{d20+MOD}} with your message during your turn.
HONMOON GAUGE
The Performance aspect of GOLDEN HOUR is to fill the Honmoon Gauge, which serves as a protective barrier to repel demons, and Hunters will be receiving stat boosts once the Honmoon is fully up to hunt down demons more effectively. The Gauge could easily be filled up by rolling for performance stats (Vocal / Rap / Dance / Visual).
As stated above,
▶ ‼️If everyone chooses to Combat instead of Performance, at least one person should be performing. If nobody is performing during a round, you will be receiving a penalty, and your Honmoon Gauge points will be deducted.
The amount of points will be deducted in a determining roll of xd10 by the mod, with x being a third the number of party members in the party.
Just a heads up, nothing is concrete as of now, but testing will run during the preserver.
The Honmoon Gauge filling up should be your main focus opposed to combat. Your buffs depend on a full gauge, after all!