Optional Combat Rules

 

            These are still being play-tested, so I apologise if they are a little unbalanced.  The basic gist of these rules is to make combat more involved, and also easier to work out who’s winning.

 

            Life Points.  Every creature and character now has a number of life points (LP).  For most NPC’s this is 15.  For PC’s this is 20 and for Important Characters this is 25.  See the Bestiary section for monsters life points.  Healing powers and magic can not raise a character’s LP’s above their starting value.  There may exist magical items that can increase LP’s however.

 

            When a battle takes place it occurs in rounds.  At the start of each round each combatant’s Fire score is compared.  The combatant with the highest score will get to perform an action first, then the next highest, then the next and so on.  Since it is possible that Fire score’s may alter in the battle this order should be checked each round.  A round lasts 1 minute.  This should give you an idea of what can be accomplished in a round.  This is also important for some Status magic that lasts for a number of minutes.  With these rules you replace the work minute with rounds, and count including the turn the magic took place.  Say a character is Stoned for 5 rounds, then the first is the round they are Stoned.  They remain so for round, 2, 3, 4 and 5 and on round 6 they will be restored and can act again.

 

            An action a character can take is either to activate a power, use a magic attack, use a physical attack, move a large distance or to run away.  If a character uses a physical attack against a target compare their Fire score to the targets Earth score.  If the Fire is greater the attack is successful, if they are equal or if the Fire score is less than the earth score make a draw, with a favourable outcome always being on the side of the PC (or if two PC’s are involved, the attacker).  Assuming the attack was successful the defender takes away a number of life points equal to half the attackers Fire score rounding up.  So a character with a Fire of 7 would take away 4 life points from it’s target.

 

            Magical attacks are dealt with in the same way.  However this time Air and Water are used instead of Fire and Earth.  Please note that Status magic does no damage, only applies the status unless attached to a physical attack.

 

            If a character attacks a monster with an element that monster is weak against the damage dealt will be the same as the attackers Fire score if a physical attack or Air score if a magical attack.  If attacking a monster with an element that monster is strong against halve the damage dealt, rounding up.

 

            If a character is reduced to 0 LP they are knocked unconscious, in the same way as if they are suffering from Death.  If all of one side of a battle is knocked unconscious or runs away then the other side is victorious and gets to decided the fate of any fallen foes.

 

            Using these rules some alterations are made:

 

Element-Guard: Attacks with the stated element will do no damage to this character     or monster.

 

Tetra-Guard:    Attacks which have an element will do no damage to this character or monster.

 

Element-Eater: If the character is attacked by the stated element calculate damage as normal, but add it on to the character’s LP’s instead of taking it away.  This can not be used to exceed the LP’s starting value.

 

Tetra-Eater:      If the character is attacked by an elemental attack calculate damage as normal, but add it on to the character’s LP’s instead of taking it away.  This can not be used to exceed the LP’s starting value.

 

Alchemist:         ‘Pheonix Down’ brings a character back to life with a number of LP’s equal to the Alchemist’s Air score, regardless of how many they had before they died.

 

Dragoons:         The Powers ‘Jump’ and ‘Leap’ now take 2 rounds to take place.  The Dragoon jumps on the first round and is effectively removed from the battle until they land on their turn in the next round.

 

Knight:             The Power ‘Assault’ doesn’t alter the order in which that round takes place.  It only affects the combat resolution.

 

Monk:              ‘Fist Flurry’ allows the monk to act twice in a turn.  The first is a standard physical attack when the monk would normally act, the second is a standard physical attack at the end of the round.

 

Ninja:               A Ninja CAN ‘Teleport’ and attack in the same turn, in the same way a normal character can move a bit and attack in the same turn.

 

Priest:               ‘Regen’ heals a 1 life point each round on the target at the start of the target’s turn.  It works for a number of rounds equal to the caster’s Air.

 

Samurai:           ‘Murasame’.  This must be announced before the first character takes his or her turn in a round.  An ideal time to announce it would be at the end of the last character’s turn the round before.  If two more characters have the attack first ability compare Fire scores to work out their order.

 

White Mage:    ‘Cure’, ‘Cura’ and ‘Curaga’ heal a number of LP’s equal to the casters Air score.

                        ‘Life’ brings a character back to life with 5 LP’s, regardless of the number they had before they died.

                        ‘Full-Life’ brings a character back to life with all their LP’s restored, but does not work unless a character has lost all their LP’s or is suffering from Death.

 

Ahriman:           ‘Drain’ deal damage as normal, then add the amount of damage to the Ahriman’s LP’s, not exceeding their starting value.

 

Behemoth:        ‘Charge’ the increase to the Behemoth’s Fire score only affects the attack, it does not alter the order in the combat round.

 

Cactuar:           ‘1000 Needles’  This attack does damage equal to the Cactuar’s Earth score if successful.

                        ’10, 000 Needles’  This attack does damage equal to the Cactuar’s Earth score +1 if successful.

 

Chocobo:         ‘Choco-Cure’ follows the same rules as the White Mage magic ‘Cure’

 

Deathclaw:       ‘Hold-Fast’.  A captured character will lose all it’s actions until freed.  A Deathclaw will only release it’s grip if it suffers at least 4 LP damage or is knocked unconscious.  A captured character suffers 2 LP of damage each round automatically at the start of the Deathclaw’s turn.

 

Zu:                   ‘Wind Blast’.  If successful as well as suffering damage the target loses his or her next turn while they get up.

 

Catoblepas:      ‘Charge’  Due to it’s massive bulk Catoblepas needs time to speed up to do this attack.  On the turn this is announced Catoblepas begins to run around gathering speed, apply the stat changes, but take no other action.  He can be attacked whilst gathering speed.  On Catoblepas’ next turn (order of turns will be altered by his increase in Fire) the attack takes place.  His statistics return to normal at the end of that combat round.

 

Odin:                ‘Odin’s Sword’.  This does not have to be announced as it is a permanent effect.  If another character uses and attack first skill then compare their Fire scores to decide their order.

 

Titan:                ‘Terra Destroyer’.  All characters lose their next turn, including airborn characters since it is assumed rocks will be shaken lose into the air.  Play resumes with Titan in the next round.  Any characters performing a two round action will have that action fail.

                                                                                          

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