Post by Curbita on May 25, 2019 5:51:27 GMT
Combat Mechanics
Combat is the backbone of all things Dragon Ball, from the days where it was relegated to in large part the World Tournaments and up until it was all world-shattering conflicts between two groups of interest. Here on SDBA combat is divided into a five stage system that is discussed here in depth. Additionally, basic attacks do 10% of the user's power level.
Step 1 - One's well being has a direct link to how much energy their body is capable of exerting. The backbone of combat is the Health (HP) statistic, this is directly proportional to your maximum power level and all other statistics will track off of this. Your Health will always start at your maximum base power level, it may be increased by transforming or by other outside modifiers that will not be elaborated on here.
Step 2 - Alongside Health are Energy (ENG/KI), Stamina (STA), and Exhaustion (EX) these statistics are utilized when determining how and what techniques you can use. They are all tracked independently, but are very much connected. For Energy and Stamina, their maximum pool will always be equal to your current Health pool (if any modifiers are in place they are added after this total is calculated).
Step 3 - Fights occur on a stage of sorts and all combatants will have some degree of distance between themselves and others. These ranges are divided into three combat ranges and two safety ranges. To switch Zones it costs the combatant 1 Movement Point and should they run out of these they may drain 10% of their PL INTO their exhaustion meter instead.
Step 4 - In Close Quarters combat can enter a system called “Delta Mode”. In this system combat does not abide by the traditional stats system and can be considered more reliant on RP oriented fighting. To enter this mode all combatants involved have to agree to it and it functions as so.
All CQC tech or attack damages are reduced to half (drains to one quarter). Dodging costs 33% more. However countering an attack with another will bring both hits to full power, when they strike damage will be added, divided in half and split between both combatants. Blocking works as usual but with the same value rules as CQC techs listed above. HP will be tracked from full regardless of the prior fight while this mode is active, when one team is defeated or one fighter is left standing the mode ends and all fighters are brought to Mid Range. The victor regains 50% energy OR stamina, as well as 10% HP and 15% off their exhaustion. The losers lose 15% HP and gain 10% exhaustion.
NOTE: The HP at full tracking for this mode does NOT carry back into the main fight and all bars are set back to as they were prior to “Delta Mode”
Step 5 - In some instance vehicles may be used in combat and will be covered in their respective area below. This also includes spaceship combat as well as using spaceships as weapons against combatants in threads. These mechanics are expanded on further in their own areas which will be linked below.
Vehicular Combat
Spaceship Combat
Combat is the backbone of all things Dragon Ball, from the days where it was relegated to in large part the World Tournaments and up until it was all world-shattering conflicts between two groups of interest. Here on SDBA combat is divided into a five stage system that is discussed here in depth. Additionally, basic attacks do 10% of the user's power level.
Step 1 - One's well being has a direct link to how much energy their body is capable of exerting. The backbone of combat is the Health (HP) statistic, this is directly proportional to your maximum power level and all other statistics will track off of this. Your Health will always start at your maximum base power level, it may be increased by transforming or by other outside modifiers that will not be elaborated on here.
Step 2 - Alongside Health are Energy (ENG/KI), Stamina (STA), and Exhaustion (EX) these statistics are utilized when determining how and what techniques you can use. They are all tracked independently, but are very much connected. For Energy and Stamina, their maximum pool will always be equal to your current Health pool (if any modifiers are in place they are added after this total is calculated).
Step 3 - Fights occur on a stage of sorts and all combatants will have some degree of distance between themselves and others. These ranges are divided into three combat ranges and two safety ranges. To switch Zones it costs the combatant 1 Movement Point and should they run out of these they may drain 10% of their PL INTO their exhaustion meter instead.
Step 4 - In Close Quarters combat can enter a system called “Delta Mode”. In this system combat does not abide by the traditional stats system and can be considered more reliant on RP oriented fighting. To enter this mode all combatants involved have to agree to it and it functions as so.
All CQC tech or attack damages are reduced to half (drains to one quarter). Dodging costs 33% more. However countering an attack with another will bring both hits to full power, when they strike damage will be added, divided in half and split between both combatants. Blocking works as usual but with the same value rules as CQC techs listed above. HP will be tracked from full regardless of the prior fight while this mode is active, when one team is defeated or one fighter is left standing the mode ends and all fighters are brought to Mid Range. The victor regains 50% energy OR stamina, as well as 10% HP and 15% off their exhaustion. The losers lose 15% HP and gain 10% exhaustion.
NOTE: The HP at full tracking for this mode does NOT carry back into the main fight and all bars are set back to as they were prior to “Delta Mode”
Step 5 - In some instance vehicles may be used in combat and will be covered in their respective area below. This also includes spaceship combat as well as using spaceships as weapons against combatants in threads. These mechanics are expanded on further in their own areas which will be linked below.
Vehicular Combat
Spaceship Combat