Combat

Quiazal Legacy recognises and utilises numerous different combative styles within its roleplay culture. While we may utilise attributes and dice, these are completely optional - and although you have to fill them out on your application sheet, they do not have to be used if the scene you're in doesn't dictate it's usage. Attributes, however, are always used.

Even in roleplay which doesn't use dice, you should use your character's attributes as a guideline for what their capabilities will be. Information about your attributes can be found on the Template Walkthrough page.

Dice Guided combat

Find our dice roll examples Here

Dice guided combat is text-based combat with the guidelines of our dice guiding the scene instead of pre-planning or character interaction. There are numerous ways the dice can be used, see the guidelines below:

Offensive attacks - Match or surpass AC/MD of the target to land a successful hit, and then roll your damage dice

Defensive and Healing - Roll your healing dice or specify if you use a healing item and how much it provides you.

DOT/HOT - DOT and HOT rolls take place over multiple turns. Read about DOT/HOT Here

A critical role is a nat 20 (20 roll without modifiers.) This is an immediate hit, as well as +100% damage dealt.

Elemental based combat, and all combat in general, should be roleplayed in context to the environment and your surroundings.

Bio-enhancements can be used once per dice based scene, or whenever is specified, and take up one turn.

Freeform combat

Freeform combat is entirely text and attribute based, revolving around the story or interactions happening. Sometimes, freeform combat will have a pre-planned outcome and will simply be roleplayed out to meet that desired outcome, and other times it will be entirely open and the outcome will be decided by the actions of those within. This takes into account the abilities of your character (The attributes specified on your character's sheet) as well as their strengths, weaknesses and individual attributes to their personas.

Use of Bio-enhancements in freeform scenes should be done similarly to dice based combat. It should only be done once per scene or whenever is specified, and should follow the guidelines. Dice may be prompted depending on the severity it'll have on the scene's progression.

In dice guided combat, you still have to use the stats, attributes and HP points. You don't have the dice to do this however, but both parties should use them as a guideline for what their moves do. Autohitting is illegal in this server, and as such you must specify you're attempting to attack rather than hitting an attack. If they decide the attack hits, you must then say a specific number for how much HP is removed. You can choose to either use or not use dice to do this with a simple d20 roll.

Resurrection

Resurrection rolls change depending on whether RTK is on or off, and is based on a D20 roll. They are used to lift your character from a downed or dead state (0HP)

RTK ON: When a character's HP reaches 0, they're downed for the remainder of the questing or combat scene unless a character in the party can resurrect them. It's after this point in the scene that you can decide if your character is indefinitely deceased and needs to be converted to an undead class species (Malevolent, Benevolent, Spirit), or will be brought back after the quest ends.

PTK ON: When a character's HP reaches 0, they're downed but not dead. They're downed for 3 turns. Each turn, you can roll a d20 to lift yourself and regain 5 HP. A +10 is a successful roll. Two successful rolls must be achieved for a character to lift themselves. In the downed period, another member's character can heal HP on their character and they'll be automatically lifted up, but if they aren't healed within the 3 turn window, they're permanently down for the rest of the scene unless a character in the party can resurrect them.

Resurrection spells function differently. In order to use a resurrection spell, it must be either included in your species pack as a bio-enhancement, or explicitly earned as a reward.

Skill Checks

Skills checks are rolls that are important for characters in combat, before combat, during freeform or in a questing scene. They're always important, and can be used either to get extra information, for searching an area, for analysing items or enemies and etc. Skill checks will always have some kind of modifier to them, regardless of what the character is, unless they have both no modifier and no proficiency for the corresponding attributes and skills.

Skill checks can be either prompted by the player to check the scene out, or prompted by the GM in the instance of a questing scene or a freeform combat scenario to ensure they can hit the DC mark (The mark which dictates whether they successfully do/know something.) The DC number may fluctuate based on character weaknesses and resistances, charms, or based on the GM's decision from the use of their character or plot line in the questing or freeform scene.