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~KEOR~
k'Treva Estates of Rhydin
LoRD Combat
written by Borael
Transposed and edited by Fireflair
This is a "Combat Guide" to have as a reference... it breaks down the
combat rules and pieces together a few things.
LoRD is based upon levels, which you achieve based upon the
Ability Points (aps) you carry. All you need to be concerned
about are your levels, as opposed to aps.
The combat, healing, and assassination systems of LoRD all depend
upon "Hit Numbers".
Level Number | Hit Number |
Level 1 | 10 |
Level 2 | 11 |
Level 3 | 12 |
Level 4 | 13 |
Level 5 | 14 |
Level 6 | 15 |
Level 7 | 16 |
Level 8 | 17 |
~Combat
Procedure~
All LoRD
combatants employ 2d20's and use standard Rhy'Din combat
procedure.
***To score a hit, you must roll above the hit number of your
opponent. A 20 is always 2 hits.***
1) The 1d6 Initiative roll. Upon the call of the proctor,
both combatants shall roll 1d6 as
the initiative die. The higher score gets the first strike.
2) The Fighting. Both combatants alternate attacks, with
the proctor calling score between
each round. The Match will go to a certain number of rounds
designated by the type of
match being fought.
3) The Resolution. After the designated number of rounds,
the person scoring the most
hits is the victor. In the event of a draw, three more rounds
will be dueled until there is
a clear winner. Any effects to the winner/loser/guilds due to the
type of match now
take place.
~Types of
Matches~
POW Match
Rounds: ___________12
Winner gains: _______aps equal to opponent's Level x2
Loser loses: ________aps equal to their Level x2
Winning guild gains: __vps equal to level of opponent defeated
Healers allowed: ____12 total levels
Release Match
Prisoner to be released must be named beforehand. The
captor must be challenged.
Rounds: ______________12
Winner gains: __________aps equal to opponent's Level x2
Loser loses: ___________aps equal to their Level x2
Winning guild gains: _____vps equal to level of opponent defeated
Losers guild loses: ______vps equal to level of prisoner freed
Healers allowed: _______12 total levels
Death Match
Loser is considered "Dead" for the remainder
of the war. *No SN whipe!!!*
Rounds: ______________15
Winner gains: __________aps equal to opponent's Level x4
Loser loses: ___________½ of current aps (round up)
Winning guild gains: _____vps equal to level of opponent defeated
x2
Healers allowed: _______15 total levels
~Finding an
Opponent~
1) Acquire a
target. You will be sent a list of targets to attack. Look on
this list for one
who is online.
2) Find a Proctor. If you are challenging, you must have a
proctor ready for the match.
Technically, anyone can proctor.
3) Challenge. Mindlink (Instant Message) the target,
officially challenging them to the match.
Be sure to say that you are of LORE and what type of match you
intend to fight.
Ex. "In the name of LORE I challenge you to a POW
match."
4) Fight. Should the opponent accept the challenge then
you will go to a designated private room
and fight the match.
**If the opponent refuses, log the IM (copy and paste) and
send it to Fireflair**
~Some Brief
Words from Fire-Mun...~
Yes, like you most
likely, I find training boring. It is a tedious process and
frankly annoying to attend classes on new sets of rules. This is
another way to look at training and keeping a guild "in
shape."
I view forum rules as fundamentals, nothing more and nothing
less. Should KEOR as a whole have a general understanding of
them, then I can almost ignore this tedious and occaisionally
boring aspect of the game, concentrating the guild on better
things, such as storylines with other guilds, roleplaying, and a
standard or SL-based war here and there. Like all fundamentals,
they are quickly learned, and slowly mastered. If each and every
member of KEOR can learn the fundamentals on their own
time, with other members or by themselves, then we can omit the
previously necessary training classes, and slowly mastery
will come.
[LoRD Combat] _____[Mage Combat]