Combat, Extended:
Now that you know and have familiarized yourself with the basic rules of our COMBAT SYSTEM, next comes in depth applications of character's special skills, knowledge and abilities that make each encounter unique. While it isn't diving into the deep end of the D&D pool, these mechanics may take time and hands on experience to really enjoy the diverse abilities of the pirates and marines you'll battle with -- and against throughout this Festival Journey!
There is nothing wrong with opting for a more simplistic fighting style or Devil Fruit ability for yourself, however, but we already have quite a colorful cast of combatants; each with their own interesting abilities to claim their stake in this RP!.
As always we'll be providing some examples below of how this functions and what to consider when creating your character to join the Grand Festival! With the Moderators here to assist you, tap into that creativity and show us what you can do!
Buff/Debuff Effects
Many of the otherworldly abilities throughout the world of One Piece have the capacity to both enhance or hinder the intended target. The effects from people wielding Devil Fruits, Fishman Karate, Tribal Techniques and more can help their hurt allies or open up opponents to surprise attacks. The SPECIAL STAT as mentioned in our guide can cover a plethora of natural abilities, honed talents and more.
Here we'll show you how to get the most use out of them.
For every doctor like Tony Tony Chopper who can provide a physical boost to a fighter using his medication, tricksters like Captain Foxy can trip up their opponents offensive using their Noro Noro No Mi to slow them down. Likewise the members of the Grand Crew can prove their worth as the Worst of the Worst by utilizing their skillsets in the same way in tandem with our Combat Guide.
Buffing / De-Buff Rolls
In some situations throughout both combat encounters and roleplay, either failing or succeeding against their opposing rolls in one round can lead to an after effect in the following round. The effect itself may help improve your rolls, or may penalize you in favor of your opponents/Mods. These are known as Buffs and De-Buffs.
Depending on the abilities that your characters wield, such as unique and curious Devil Fruits throughout the One Piece world, these Buffs/De-Buffs are simply an effect of how they work for their user. (This is something that needs to be discussed when approving a DF idea, of course.) In other areas, some items and upgrades found in the SHOP can also provide a much needed bonus or advantage by empowering your attacks or giving you the edge you need over your opponent with a forced disadvantage.
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For Example, lets take some well known Devil Fruit Users in One Piece and gauge how they'd affect a combat encounter in WOTW...
Example:
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In this first Round, Kuzan's attack roll uses his Ice-Ice Fruit to partially freeze his opponent, Luffy.
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Kuzan rolls a 10 (1d10 + SPECIAL STAT), which succeeds against Luffy's roll of 8 (1d10 + DEFENSE STAT).
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With a losing roll, Luffy is now partially frozen.
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Now it's Luffy's turn to attack Kuzan, but thanks to the ice slowing him down, is less likely to hit him. Luffy suffers a -1 penalty to his attack roll this turn.
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In Attacking, Luffy rolls a 6 as a result of his 1d10 + SPECIAL STAT, but then subtracting 1 from the total as the penalty. He is less likely to hit because of the penalty he has to suffer this round
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Regardless of whether Luffy's attack is successful or not, there is no penalty to the opposing rolls next round, ​unless Kuzan attempts another attack using his SPECIAL STAT to impose another de-buff.
Skill Checks / DC Rolls
While many of the things you'll do throughout the Grand Line Festival outside of combat are entirely roleplay-based and require no dice rolls, Mods may sometimes require skill checks from your characters to determines success or failure of your character's actions in given situations.
Unlike a combat encounter where you need to beat your opponent's roll to succeed against them, these skill checks are usually a set DC you need to either meet, or exceed the value of with your Rolls and STAT modifier requested by the mods. A skill check's DC -- or Difficulty Class -- is how difficult it is to meet or beat the required score. A lower score, like 5 is an easy DC, while a DC of 15 is difficult or even impossible for under-ranked characters.
Instances that may require a passing skill check/beating DC rolls can include (but are not limited to):
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A Doctor Character rolling higher than 5 using their SPECIAL STAT to treat basic injuries/restore HP
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Characters rolling higher than 10 using your STRENGTH STAT to move a heavy boulder from your path
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Determining if you can hold your breath long enough underwater using your STAMINA STAT
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Withstanding the elements in an area using your DEFENSE STAT, whether that be a natural fire, blizzard, or surge of electricity.
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And many more...