- Welcome to Rainy's Official Guide to Rolling Combat. In this guide I will explain in depth the
- rules of combat when using the roll 100 system. The system itself is not very complicated,
- so don't feel intimidated if you don't pick it up right away, it'll come to you quickly I
- guarantee it. First of all I'll quickly explain a few terms that I'll be using throughout
- this guide so you know what it is I'm referring to.
- -Terms-
- Init. - Init. stands for initial. This is a roll that is made at the beginning of a fight that
- determines which party will attack first. This is based on highest roll to lowest.
- CW - CW is Character Warning. When a story becomes intense enough, there may be some situations
- where your character is at risk, and this term is what confirms it. Bear in mind that no one
- can force a character warning, and all parties must agree to the terms before any character
- is at risk of Permadeath.
- Permadeath - When a player has agreed to a character warning and has been killed. This character
- for all intents and purposes is accepted as having died.
- Critical - A critical (crit) is an optional addition to any fight, along with its counterpart:
- Counterattack
- Counterattack - The counterpart to criticals. Will be explained in the guide.
- Round - A round of attacking and defending, after which the current score should be noted
- Emote - To describe an action that is being performed, either attack or defence.
- -A Fighters Guide-
- Every fight that happens is broken down into phases. These phases set up the guidelines of
- the combat that is taking place. As the fight progresses, one phase passes into the
- next, and then starts over at the start of a new round. At the end of each round the current
- score is tallied, and the fight continues. Here are the phases in detail:
- Prefight Phase - Before the fight begins all parties should decide on the rules of the fight.
- For example, the inclusion of Crits'n'Counters should be decided on, and CWs if the players
- are serious. This phase allows both players to feel comfortable about the fight and helps
- prevent anyone feeling cheated. Also, the HP (Hitpoints) of both players should be decided.
- Init. Phase - Before the fight can start, the players must determine who will attack first,
- and who will defend first. This is done with one roll, the highest of which will attack first.
- Should both players tie, simply re-roll.
- Attack Phase - After the init. phase, the winner will attack first. This player will proceed
- to emote his attack, and immediately after he has done so, will make a roll.
- Defence Phase - The defence phase is where a player who isn't attacking is being attacked.
- When an attacker makes their emote and rolls, the player defending should then roll his
- defence.
- Score Phase - At the end of a round when both players have attacked and defended, and a new
- round is about to begin, the current score should be taken, and the fight should then continue.
- It is preferable to have a referee to keep track of the score, however if a referee cannot
- be found, all players should note the score to ensure combat runs smoothly and without
- confusion.
- -Determining a winner-
- The goal of combat is obviously to render your opponent unable to continue fighting. However,
- a fight can be stopped at any time should a party submit to defeat. In any ordinary fight,
- this can be used to prevent taking too much damage if someone is sure they are going to lose.
- In the event of a surrender, the other player will be named victorious. If a character warning
- is in place however, surrendering is not a guaranteed safety. If both characters submit to a
- CW, and one decides they want to surrender, the other player will be given the right to
- decide whether the fight ends there, or it continues until one character dies.
- -Example Fight-
- In this section of the guide I will show you a brief fight, and how each of the phases work.
- Let's say Rainy is the referee here, and the two fighters are Matchstick and Lottie. First,
- both of them will decide on the rules of the fight.
- //Prefight Phase - Both Match and Lottie decided to have Crits and Counters, and 5HP each. No
- character warning is in place.//
- (After deciding on the rules of the fight, both players roll for initial.)
- Matchstick rolls 47
- Lottie rolls 83
- (Because Lottie rolled the highest, she will have the first attack on Matchstick. Lottie then
- emotes her attack.)
- *Lottie runs full force at Matchstick, hoping to tackle him to the ground*
- (Immediately followed by her roll)
- Lottie rolls 28
- (It's not a very good roll, and Matchstick now rolls his defence to challenge it.)
- Matchstick rolls 35
- (So now we see that Match has the higher roll, and thus successfully defends against Lottie's
- attack. Now, he will emote how he defended/avoided the attack)
- *Matchstick rolls to the side quickly*
- (After this he would then make his own attack. Alternatively, he could make both his defence
- and attack in one emote in order to save time and keep the fight going smoothly, for example:)
- *Matchstick rolls to the side quickly, trying to sweep Lottie's legs as he does*
- (And now, Matchstick rolls for his attack, and Lottie for defence)
- Matchstick rolls 94
- Lottie rolls 10
- (Ouch. As you can see, the difference here is pretty high. However, there is more to this.
- Due to Crits'n'Counters being enabled, should a roll have a 50+ difference, it will count
- as a critical hit. Critical hits do double the damage that a normal hit would have done, so
- here, Lottie takes two points of damage.)
- (That is also the end of round one, as both players have attacked and defended. From this
- round we saw that Lottie missed her attack, and thus did not deal any damage to Match, and
- Match attacked Lottie with a critical hit, dealing double damage. From this, the referee
- can note that the score is now 5-3 to Matchstick at the end of the first round.)
- (From here, Lottie would then go on to describe how she was hit, and then her attack.)
- *Lottie's legs are swept out from under her, causing her to hit the ground with a hard thud.
- Jumping up again, she pushes out a forehoof to try and hit Match hard in the face*
- Lottie rolls 24
- Matchstick rolls 82
- (Matchstick has once again rolled much better than Lottie, and as we can see there is a 50+
- difference in their rolls. However, Matchstick is defending, so what does this mean? If
- the defending party rolls 50+ over an attackers roll, this defence becomes a counter. A
- counter allows the defending party to attack the attacker and inflict a point of damage for
- free. This would bring Lottie down to 2HP. After a counter, the order returns to normal, and
- Matchstick is now attacking again.)
- *Matchstick clearly sees the attack coming, grabbing Lottie's hoof before it makes contact,
- and flipping her over his shoulder and down onto the ground (That's the counter). Now above
- her, he lifts and hoof high and brings it down upon her, hoping to stomp her into the ground*
- Matchstick rolls 100
- Lottie rolls 50
- (Another critical hit, and also the final hit of the match. This fight was very impressive
- for Matchstick, lasting only two rounds. Some players may want a slower fight, and this can
- be achieved by setting higher HP, or excluding the use of C&C (Crits'n'Counters). When it
- is clear that one player has won, they may request to emote the 'winning blow' in order
- to set the scene for their victory. Matchstick has requested that right here, and Lottie
- accepts.)
- *Matchstick knows his hoof is on target, and there is no way he can miss. He brings his hoof
- down upon Lottie, and with a satisfying gasp from her, he knows she has reached her limit.*
- (The score is 5-0, and Matchstick is declared the winner.)
- -Conclusion-
- As you can see, this is not a very difficult system, but it's very effective. I have used this
- system many times in my tabletop and RP exploits, so if you have any questions or still don't
- understand something, please let me know. Once again, thank you for taking the time to read
- this guide, and I hope it has helped you understand the combat system!
- Happy Fighting!
- NOTE: In the event of a tie, simply re-roll.