Combat
Combat Guide and Styles
Tenebris Realm uses multiple methods for players to engage in combat. We recognize that not everyone will be comfortable, or capable, of describing and writing pages of combat content. Likewise, for larger events that go over 10 people, we will typically employ a rolling method to keep the pace of the session. Text based roleplay comes with it's own general guidelines and etiquette. Please review the article published by Grand Central for more information.
All combat styles use your character's attributes directly or through descriptive text in roleplay. Read more about character attributes on the character generator page.
The four recognized styles for Combat in Tenebris Realm are:
Dice-Based Combat
No to minimal roleplay surrounding combat. The outcome of the combat sequence is determined entirely by dice.
Some guidelines for Dice-Based RP:
- State your attack type; if not your opponent will make the assumption that benefits them
- Match SR/AC/DC = a success for the attacker
- If the natural roll on your d20 falls within your character's Critical Range (regardless of Atk bonus), then your attack is now a Critical Threat.
- Critical Threats
- True Strike: (Critical Threat + Atk) < target AC/SR.
- Damage: Normal (Does not gain bonuses from Critical Multiplier Bonus).
- Critical Hit: (Critical Threat + Atk) ≥ target AC/SR.
- Damage: Major Potency Roll * Critical Multiplier + Minor Potency
- Critical Burst: Critical Threat = 20
- Damage: Major Potency Roll * (Critical Multiplier + 1) + Minor Potency
- True Strike: (Critical Threat + Atk) < target AC/SR.
- Critical Threats
- Elements can be RPed as having more/less dmg and contextual to the environment, we can't do a mathematical proportion to it given the complexity of the character generator
- DVO, bonuses, and BEQ particularities can change these base roll requirements
Dice-Based Hybrid Roleplay Combat
Like Dice-Based Combat, Dice-Based Hybrid uses the dice to determine the success and outcome of combat. Additionally, the roll's effects are roleplayed by the participating players.
Some guidelines for Dice-Based RP:
- State your attack type; if not your opponent will make the assumption that benefits them
- If your attack roll matches or exceeds the target's defensive stat, then you have successfully hit.
- If the natural roll on your d20 falls within your character's Critical Range (regardless of Atk bonus), then your attack is now a Critical Threat.
- Critical Threats
- True Strike: (Critical Threat + Atk) < target AC/SR.
- Damage: Normal (Does not gain bonuses from Critical Multiplier Bonus).
- Critical Hit: (Critical Threat + Atk) ≥ target AC/SR.
- Damage: Major Potency Roll * Critical Multiplier + Minor Potency
- Critical Burst: Critical Threat = 20
- Damage: Major Potency Roll * (Critical Multiplier + 1) + Minor Potency
- True Strike: (Critical Threat + Atk) < target AC/SR.
- Critical Threats
- Elements can be RPed as having more/less dmg and contextual to the environment, we can't do a mathematical proportion to it given the complexity of the character generator
- DVO, bonuses, and BEQ particularities can change these base roll requirements
T1 - Story-Text Based Combat RP
This type of combat is typically allocated towards intense combat sequences in events or one on one scenes. Text combat that takes into account the character's strengths and weaknesses, as well as those around the character. The outcome of these events is predetermined and posts are lengthy.
T4 - Timed Text Combat RP
The most common type of Roleplay on Tenebris Realm. Text combat that takes into account the character's strengths and weaknesses, as well as those around the character. Responses to combat are expected within 20minutes unless otherwise determined. The outcome of this combat type is not pre-determined.