How Does Combat Work?
If you've ever played D&D before, the Combat System may seem familiar -- but it's a very simplified version of the core mechanics.
In Short: Characters rely on the result of Dice Rolls and their Ability Modifiers to both determine the success or failure when attempting actions, including how battles play out. If the score you roll is higher than the value we require, or higher than the result of your opponents roll, it will be successful! Vice versa, if it your score underperforms compared to theirs, then it is considered a failure.
In this case for Grand Crew, we roll a 10-sided die only.
Whatever you roll, your characters STATs (outside of HP), will act as your modifiers to add onto your roll for a final successful or failing score. Sometimes you may be asked to roll for non-combat experiences as well, so expect to use this a lot and think of all the creative ways to utilize the potential of all your STATs!
We'll only provide examples below. Don't be afraid to think of ways outside of the box where you can use these mechanics to the fullest, as long as you honor what you roll. Together with your creativity and the Moderators here to assist you, you'll become an expert and force to be reckoned with.
What Actions Can I take?
Whether it's 1 on 1 battles or group encounters, fights usually consist of alternating turns between an Attacker (or attackers) and a Target (or targets).
Order of who acts first is determined first by each party rolling a 10-sided die (or D10) and adding your STAMINA for initiative. With everyone's initiative, the rounds begin in order from who rolled the highest starting first, onwards to who rolled the lowest before ending the round.
The first to act starts on the offensive as the Attacker, and tries to reduce their opponent's Hit Points by rolling a higher score to attack, while the Target will aim to roll higher in order to avoid losing their HP. Higher score always wins.
You'll find when your STATs grow that a wide range of actions become available, though not all of them come without a cost. Although depending on your character's Combat Style or abilities unique to them through their Devil Fruit, Training, or Genetics there may be some exclusive advantages unique only to your OC.
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Below are the actions that can be performed by everyone, including how many times they can potentially be used during an event or encounter. Pay careful attention to their specific requirements or drawbacks when choosing to use them:
Expanding on the Actions listed above:
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Attack/Defend - Exactly as described, use your turn to attack or defend. Roll must be higher to succeed
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Assist - Skip your turn to help an ally's action succeed, they use your 1/2 chosen stat as an additional modifier that turn.
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Recovery - Use your turn to recover health, you get 1 recovery point every 5 levels of Stamina, up to a maximum of 2 points of recovery.
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AOE - Area of effect attack, target multiple opponents at once with a single attack using your choice of STAT. Your following roll suffers a penalty equal to number of targets you chose to attack.
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Buff Self - Increase your modifier for your roll by +1 this turn. Total opportunities to buff is equal to half of your total SPECIAL stat.
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Debuff Target - Sabotage your opponent's next turn with a -1 penalty instead of damaging them after landing an attack successfully.
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Use Item - Use an item from your Inventory, You can only use this if you have purchased an item from the SHOP or obtained one during an event. This consumes the item and removes it from your inventory.
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SPECIAL/COMBAT STYLE - Your character's unique ability, used when rolling SPEC and limited to a maximum number of uses equal to 1/2 their SPECIAL STAT
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Comeback - Recover 1 point for your SPECIAL ability pool as previously mentioned. Requires a MAX STAMINA STAT
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Overkill - Add an additional point of damage to 1 landed attack against an enemy. Requires a MAX STRENGTH STAT
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Auto-Block - Automatically block 1 successful attack made against you. Requires a MAX DEFENSE STAT
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Awakened Ability - Use unique expanded abilities from your SPECIAL/COMBAT style for a maximum of 5 rounds. Requires a MAX SPECIAL STAT and MODERATOR APPROVAL.
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Many of these actions depend on your STATs to either act as modifiers to what you roll, or to gauge how many uses of an ability you have available throughout an event. It is important to increase their levels, not only so they can increase your attack scores, but also to take what opportunities are present to turn the tide in your favor.
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Remember: you can only use one STAT at a time before you roll a D10 for a total score, and you must commit to the outcome of the roll should your opponent roll higher than you! What STAT you choose to use and how you use it (as long as it makes sense within the context of your actions), is up to you however.
Advanced Skills
Depending on a variety of things, your OC may also have their own special actions customized to suit their unique skill set. While not required when creating your character, this could be an essential way to show off something specific to the character in abilities or personal growth. With Mod review and approval your OC can access more advanced skill sets after leveling up your STAT levels to MAX.
These skills won't always readily available for other members of the server to see. It is the Player's duty to share and explain them to their fellow Crew in RPs and Events. Failure to do so may forfeit that actions effects for the turn.
What are Buffs/Debuffs?
Did you see some options describe that when characters use specific skills or options successfully that this may result in penalties against the Target when the next round begins, or an advantage for the Attacker?
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Those are Buffs and De-Buffs. Whether performed using a DEVIL FRUIT, Unique Ability, or Technology, these can induce varying effects like being forced to skip a turn, or take a -1 penalty to your Score. (Consult with the Mods during the Character Creation process to see what's acceptable!)
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Combat: An Example
Now that we've set some expectations of how combat encounters can play out, lets see an example!
SCARGO vs FUGU
Both of these fighters have some experience under their belt from exploring and conquering the challenges that the Island Hunt has given them, especially Icarous Island. Both Pirates are currently sitting at Rank 20 from the combined total of all their STATs!
However, just because they're both the same Rank doesn't necessarily make this an even battle. Lets see how they use their levels differently to fight.
Measuring HP
HP is the only STAT that does not act as a modifier in combat. HP stands for Hit Points, and each successful attack against you removes a hit point. When you reach 0, your character has been rendered unconscious!
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At Level 1, your Pirate will begin their journey with 6 Hit Points
(5 HP at default/Level 0, plus an additional HP per Level added)-
Each subsequent level you gain in the HP STAT adds another 1 Hit Point to your total pool to a maximum of 15 HP
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HP can be restored between events when you rest, by or by actions listed in the table above! Not every battle can be won right away!
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With this in mind, Scargo is starting this fight off with 9 HP, while Fugu only has 8 HP.
Fighting
As the fight begins:
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The round begins with Scargo as Attacker, and Fugu as the Target, if Scargo chooses to attack using his STRENGTH STAT and land a physical blow, Fugu can choose to:
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Use his STRENGTH as well, trying to match his strength to hold his ground.​
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Use his SPECIAL, and either deflect his attack or if he had a DF, avoid him in a unique way using that ability.
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Run away, provided he has the STAMINA to clear his opponent's attack range.
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Or he can try and let his DEFENSE and durability be what helps him withstand this blow.
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He chooses to use DEFENSE against his attack, and the first round begins:
First Round:
Scargo as the Attacker rolls a 10, and adds (2) STRENGTH for a total score of 12
Fugu as the Target rolls a 6, and adds his (5) DEFENSE for a total score of 11
In this case, Scargo scored higher than Fugu and successfully hits him. Fugu subtracts a Hit Point and now has 7 HP. When the Second Round begins, Fugu is now the Attacker and Scargo is the Target.
Second Round:
Scargo rolls a 1, and adds his (6) SPECIAL for a total score of 7
Fugu Attacks, rolls a 6, and adds his (5) SPECIAL for a total score of 11
With the roles reversed, Fugu was able to successfully attack with a higher Score than Scargo, and his HP is reduced to 8 HP.
ROLLING 20 / NAT 20:
A NAT 20, or Natural 20, can occur when a player ends up rolling a 10, and uses one of their maxed out STAT modifiers for a total score of 20 to attack an opponent! These are rare and far between, and when they happen a Player is able to deal additional damage to their opponent!
In most cases where a winning attack score normally deals 1 point of Damage to an opponent's HP, landing a NAT 20 or USING SKILLS TO ACHIEVE A SCORE OF 20 or higher will instead deal 2 points! This includes situations where a player ends up with an attack score of 20 or higher by other means, including using your special abilities or receiving an assist from another player as listed in the Action Table posted above.
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As well, if the player chooses to use a limited action such as the OVERKILL skill (also listed in the Action Table) when landing a NAT 20, they will deal the enemy with an another point of damage in addition to the bonus damage dealt from the Nat 20 for a total of 3 points of damage to an enemy!
Matching Rolls:
In a PVP (Player versus Player) situation, if both players end up rolling the same score, then the deciding factor is which player has the higher base STAT. (ex. If both Scargo and Fugu's contesting rolls both ended up being a 10 after adding their SPECIAL stat, then Scargo, who has a 6 in that STAT would beat Fugu, who has a 5 )
And what if their base STATs are both even? We treat that as a stalemate; If a decision must be made on if the attack is successful or not, then it's possible the hit can be decided by the flip of a coin, an agreement between Players on what would be narratively appropriate, Mod discretion and more.
In PVM (Player versus Mod) situation, Players must roll to Meet or Exceed the Mod's roll to successfully perform an attacking or defending roll against them.
The rounds between fighters will continue, until one side either surrenders, forfeits or reaches 0 HP. Fights may end for many reasons, it's all up to how you play them! Whether rolls are in your favor or not, the real challenge comes from how you decide to level your STATs and utilize them in ways that are unique and in-character for your Pirate!
It's ultimately up to you to decide which STAT you use as your modifier before you roll the D10 and commit to the score. Cheating or lying about your results will result in penalties. But don't be afraid to ask if you need clarification or reminders on how this system works!