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Alex's DBZ RPG 5 // Battling

Quick Links
 
Introduction
 

Battles are what the RPG is really about. You could maliciously hunt down other players to kill them, steal all their zeni, or pilfer their most prized item. Or you might simply be on the same planet and wish to prove your superiority by defeating them in combat. All battles are done in roleplay format and require a ref to be present in order to oversee the fight. You are limited to one battle per week and you may not battle the same character two weeks in a row.

How to Battle
 

Battles are done completely through roleplaying on the forums. Before beginning a battle, you must find another member to act as the battle judge. The battle judge needs to be declared at the top of the first post and agreed upon by both sides. To do a battle, the person with the most speed gets the first post. The person who goes first must create a thread and is given one fewer action to begin with. Actions will be explained later. To progress the battle, simply write a roleplay out detailing your characters actions. The roleplays should be relatively lengthy and should be well thought out with correct spelling and grammar. At the bottom of each post, each character is responsible for adding up and posting how much total ki (in percent) they have used thus far throughout the battle. To see an example of the first few posts of a battle click here. Battles must be at least 8 posts of at least 200 words each before they are concluded.

For some tips on how to have fun battling, be sure to the A Guide To Damage on the forums.

24 Hour Rule
 

If your opponent does not reply to your last post within 24 hours, they will forfeit their next post and you may post again. All of the actions of your previous post will be automatically considered successful. If they do not reply in the next 24 hours after that, you will win the battle. Please note that in team battles each person has 24 hours to post. You do not add the time up between all allies. It is called the 24 Hour Rule for a reason!

Types of Battles
 

One vs One (regular):
This is the typical battle format. A single player will fight against a single opponent until one gives up, dies, or is simply defeated. During the match, each individual will be given offensive and defensive actions (amount determined by speed as well as other factors).

One vs One (duel):
A duel is a special type of battle since nobody may jump in or leave the battle once it has begun. Both sides must agree to a duel. You can choose to spare your opponent, kill them, or steal from them as normal. If you lose a duel and do not get killed, you have to heal for one extra week.

One vs Two (or more) - Handicap Match:
If someone chooses to have a partner in battle while the other fights alone, certain rules apply. Fighters ganging up against a single opponent will each receive -1 action per post. Once the battle is complete, any gains are halved for the team. Additionally, if they win, only one may steal or kill. If the one person wins, their power level gain is based on the stronger opponent. All other gains are doubled. This battle type is logical when you are roleplaying alongside someone and a fight ensues. No one expects you to sit back and watch your partner die in combat ten feet away from you.

In a one vs two or more, the one battler may target any of his opponents without needing to spend an additional action.

Two vs Two (or more)- Team Match:
Team battles are the same as other battles but with more people on each side. Posting order is determined by speed. A maximum of 2 people can participate on each side of the battle (can be increased by certain factors). If you wish to have more than 2 non-alliance members fight, your opponent(s) must first OK it. Attacks that effect "all opponents" will not affect your allies unless otherwise specified. Each team would take turns on the offensive and defensive and gains would be equal between respective partners. Battle gains are based on strongest power level from each side.

In a team match, you may only target one specific opponent during your post unless using a technique that specifically states it hits multiple opponents or has an area of effect. You may switch targets by spending 1 extra action to do so.

[Resting]
In group battles your character may "rest" in certain situations. One such situation would be both sides agree to have a volley of 1 on 1's instead of a large melee. Resting will replenish 10% ki and 10% damage. To rest, you have to use all of the actions in your post and cannot be in the middle of a of direct combat. If you are attacked while resting it will negate the benefit. Cannot be done by Androids.

Training Battle:
A member who has 15,000 power level or less may elect to make their first battle a training battle. A training battle is meant to help a new member learn the ropes of the battling system so there is no killing, no stealing, and it can only be 1 on 1. The loser also does not need to take two weeks to heal. Stat gains are half what they would be for the usual battle.

Intervention:
An intervention is the best way to turn the tides of battle. A perfectly timed appearance from your character can prevent a substantial amount of damage being dealt by the opposing team. You can do this in either the offense or defensive stage of either side. Players may intervene in any battle as long as they are on the same planet, haven't battled that week, and won't go over the maximum limit for participants on that side for the battle.

Sneak Attack:
If you are carrying over 5,000 zeni or have a Dragonball or a Rare Item, you are subject to be sneak attacked. Alliance Captains and Co-Captains may be sneak attacked if there is a rare item or over 10,000 in their alliance vault.

Scenario characters also may sneak attack characters that are on the same planet regardless of whether or not they meet criteria. If you are sneak attacked, this means that you must battle the person who attacked you or forfeit. Unless you have a scouter, sense, or something similar, the attacker receives +2 actions in their initial attacking post. Additionally, their first attack cannot be blocked or dodged if they open the battle with a physical attack because from your perspective, it came out of nowhere. Sneak Attacks will be posted on the Sneak Attacks board, but the attacker must also PM (private message) you upon attacking. If you are attacked you are still subject to the 24 hour rule unless a reason can be given.

Turns & Actions
 

Battles are turn-based with each character getting a certain number of actions to perform each turn. The number of actions your character may perform per post is initially 3. This may be increased or decreased by in the following circumstances:
  • If you are faster than your opponent by at least 25%, you receive +1 action, but only if that action is used to attack that opponent or defend something from that opponent.
  • Grapples give each participant +2 actions but they can only use physical combos (see below).
  • Sneak attacks give the attacker +2 actions in the first post.
  • In the first post of the thread, the thread starter receives -1 action.
  • Handicap battles can result in -1 action per post for the larger side.
  • Certain items, techniques, or other perks, may increase or decrease actions.
The physical attack combo system (explained below) is also still in effect here. This means that one action is considered 2 quick attacks (Knee, Elbow, Punch) or 1 special attack (Leg Sweep, Kick, Power Punch, Hammerblow, Tail Swipe). Any learned techniques requires at least 1 action.


Note that 6 actions is the maximum that be used in a post in any given scenario unless otherwise specified and players cannot fall below 1 action per post.

When engaged in a battle you can usually perform one of eight actions:
1. Use a physical attack (see below).
2. Use a ki attack or special technique.
3. Use an item.
4. Charge a ki attack to increase it's strength.
5. Defend or attempt to flee (explained later).
6. Unequip one piece of equipment and equip another.
7. Rest (Group battles only.)
8. Transform.

Physical Attack Combos
 

In spars and battles, you can choose to use a combination of physical strikes with your an action. There are Quick attacks, which are fast and deal less damage (like a jab), or Special attacks which are slow and devastating (like a right cross).

Types of attacks and damage

Quick Attack (I.E.- Knee, Elbow, Punch)
Special Attack (I.E.- Power Punch, Leg Sweep, Kick, Hammerblow, Tail Swipe)

[Combos]
Normally you can choose to do a maximum of 2 quick attack or 1 special attack per action. Special attacks tend to deal more damage and may stun opponents (5% chance - 1d20 roll).

If your speed is at least double your opponent's, you can do 4 quick attacks or 2 special attacks or 2 quick attacks and 1 special attack per action.

[Counter Attacks]
Counter attacks take 1 action and are used to defend against a physical combo. Not only will it fully block the combo but it will also allow you to perform a physical combo of your own with the same action. Counter attacks are much harder to block or dodge than normal attacks and cannot themselves be countered but may still be defended against by your opponent in very rare circumstances.

*If your power Level is higher than your opponents then you can perform 1 counter attack.
*If your power level is more than double your opponent's you can counter twice per battle.
*If your intelligence is higher than your opponents then you may perform 1 counter attack.
*If your stamina is at least 50% higher than your opponents then you can perform 1 counter attack.
*If your character level is 10 or move levels higher than your opponents' you may perform 1 counter attack.

[Weapons]
You may perform 1 attack per action with a weapon. Weapons cannot be used during grapples unless you know the technique sword grappling.

Battle Fatigue
 

In a battle when your character takes hits, he will become fatigued. With each hit you receive your stamina, vitality, or ki are slightly lowered, weakening you as the fight progresses. Click here for a tutorial on how to calculate battle fatigue.

Fatigue can be further reduced if you go over the ki cost reduction soft cap.



Grappling
 

In battles, you will be able to initiate a grapple with your opponent. A grapple is when you and your opponent exchange physical attacks (and defenses) at an increased pace. To initiate a grapple you will have to use your final action in one of your posts to "Start Grapple." Your opponent may choose to avoid the grapple. To do this, they must use 2 of their actions to "dodge grapple." If the opponent does not choose to avoid the grapple, then they will have the first attacks in it.

To grapple, each character gets +2 actions per post which ignore the normal 6 action limit. All actions must be physical attacks, however. Special attacks have half the chance of hitting the opponent in a grapple so using quick attacks is a better idea. If a special attack lands on either of the characters, that character will lose the grapple and be stunned. The grapple will then be over.

While you are in a grapple, you cannot be attacked by others not participating in that grapple.

Ki Battles
 

Like grappling, ki battles are unique to battling. If when in a battle you are staring down a powerful ki blast shot at you from your opponent, you might want to block or dodge it. In battles, however, you have a third option: meet it with your own ki blast. Doing this will result in a ki battle or a cancel.

[Ki Battle]
A ki battle is when two characters try to overcome the other with ki beams. The first thing you need to initiate a ki battle is that both ki attacks must be advanced techniques (or higher) and both must be beams instead of blasts. To initiate a ki battle, you type "Block ---- attack with ---- technique for ki battle (# ki used)" in your action. While in a ki battle you may "use" ki to increase the power of your beam. The defender must first state how much ki they would like to use in the ki battle during the action they initiate one. This gives the attacker an opportunity to use more ki to overcome the defender. The defender must use a beam that costs more base ki than the initial beam they wish to struggle and the defender needs to use at least 5% more ki than the attacker to win the struggle.

Keep in mind, as well, that a ki battle is not always the ending of a battle, so using too much ki could leave you weakened during the duration of the fight. Depending on the exact technique and how much ki each person expends in the attack, will determine the outcome of the ki battle. A ki battle can have 3 outcomes. 1) Both beams meet and explode harmless to both players, 2) Attacker wins and defender is hit, or 3) Defender wins and attacker is hit.

[Cancel]
You can also try to cancel out an opponents ki blast with your own. Note that it must be a blast and not a beam because if it were a beam, they are still controlling it and could overcome you with more ki (that would be a ki battle). If it's a blast, like a beam ball for example, they already fired it and no longer are in contact thus cannot empower it more. Shooting an opponent's blast with your own in an attempt to cancel it out is very hard to do and must be role-played quite well to be effective. You also will need to use an attack that costs more ki than your opponent's and be within 25% of your opponent's pl to even try it. You cannot cancel a blast with a beam.

Stunned
 

Under certain circumstances your character may become stunned. When you are stunned, your actions will be reduced during your next battle post. Some techniques or items will stun you for a specific number of actions but you may also be stunned randomly when you are hit by a Special physical attack. A Special physical attack has a 5% chance (roll 1d20) to hit critically which will stun you. As a result of this stun, you will lose 1 action in your next post. Stun effects cannot be stacked.

Use this dice roller from Wizards of the Coast: http://www.wizards.com/dnd/dice/dice.htm

Prepared Items & Techniques
 

Prepared items are items that you can bring into battle to use such as sensu beans or potions. You may go into battle with 5 prepared items. At the start of each battle, you must post the 5 items that you are bringing to the battle at the top of your first post. If you want to switch equipment that you have equipped so that you can equip armor or a weapon that you don't currently have equipped, you must designate them as prepared items. Any equipment take up 2 prepared item slots and weapons take up 4 prepared item slots.

As of the 5.4.4 patch, players must now declare 7 prepared weapon techniques to take into battle. You may then only use these techniques. You do not need to declare passive techniques as prepared.

Changing Equipment
 

You may spend 1 action to change out 1 piece of equipment in battle (can be done multiple times). This may be helpful to equip things that will benefit you in battle such as armor, a scouter, or other equipment that raises stats in battle, over training equipment. You can only switch to equipment that you have designated as your prepared items for that battle. Each piece of weighted equipment (uses term "weight") will reduce all stats by 25 in battle. You may remove all weighted equipment using only one action as long as you do not equip anything else in the same action. Once the battle is over, all changes are undone so you do not have to re-equip your training gear.

Roleplayer's Award
 

The Roleplayer's Award is a stat boost given to the participant who has exhibited superior roleplaying skills. After each character makes three posts, the battle referee will then judge who he/she believes has been the better roleplayer up until that point. The criteria for judging will be if they are following the battle format, length of the posts, quality of the plot/story, and grammar/spelling/punctuation. After determining who receives the Roleplayer's Award, the ref will make a post on the battle disclosing their decision. What does the Roleplayer's Award do? If you are stronger than your opponent and win the award, it will increase all of your stats by +10% for as long as you retain the award. If you are weaker than your opponent, it increases your stats by +15% instead. This will give them an edge in combat and may help to defeat characters who are stronger. While there is only one Roleplayer's Award, but it is rejudged every time each character makes 3 posts in battle so it may switch hands.

Flee From a Battle
 

If you wish to flee from a battle, you need three things for a successful flee. The first thing you need to have a higher speed than your opponent. The second thing you need is a higher intelligence, and the third thing you need is opportunity. You can't flee a battle if you are in the middle of being pummeled, there needs to be a lull in the fighting. If these three things are all present, your flee attempt will be successful. Some exceptions where you may still flee if your speed is not higher than your opponents are if they are stunned or you have used a move that paralyzes them a certain amount of turns. You will then need to use all three of your next posts actions to flee for it to be successful. You might also be able to flee in group battles if presented with an opportunity even if your speed and intelligence is lower.

Winning A Battle
 

When you win a battle you have the choice to kill your opponent, steal their zeni, or steal an item from him. Do not be deterred from battling because you are scared of dying. When you die your character is not erased. In fact, you don't even lose any stats. When you die, you are temporarily held in another dimension. You will be transported back onto the planet you died after 4 weeks or if someone can wish you back with the Dragon Balls. In some cases, however, dying might be beneficial as there is unique training to be acquired in this dimension that is not available otherwise (see Next Dimension page).

*If you are defeated in a battle and your life is spared, it will take you two weeks to heal. When healing you cannot do anything except for meditation training (you will not get gains from equipment). You may also still roleplay, do gem spars, and buy/sell items.

Battle Referees
 

As stated above, a ref needs to be present for every battle. This ref can be any member on the site, even if they are not staff, as long as both participants agree that this 3rd member is alright to ref the fight. Potential refs should refer to the section on the rules page for special referee rules. Referees must monitor battles to ensure all roleplay rules are being followed, to ensure all ki used is being calculated correctly, and to determine damage and when someone is stunned.

If you wish to ref a fight, you should know that there is no mathematical formula for calculating damage. Damage is generally calculated by comparing stats and on a situational basis. Quality of roleplaying is a major contributing factor to damage. The quality of your roleplay will determine how much "damage" any successful attack you performed with that posts actions does. It is also important to note that the character with the higher stats doesn't always win or even have a huge advantage. Stats really only make a noticeable difference in area's that are easy to calculate (such as who has more speed goes first, higher power level gets X amount of counter attacks) and if there is a large difference. If someone with 1,000 power level fights someone with 10,000 power level, chances are the larger will win the battle, but a skilled roleplayer could win the battle.

Duties Include:

[Determining Critical Hits]
A ref determines critical hits by using the dice roller on the techniques page. Certain moves have a different critical % based on whether or not they were defended or undefended.

[Damage Reports]
At various stages in the battle, the participants may ask the ref for a "damage report." The ref will then determine, based upon each person's roleplaying and stats, a percent of damage each player has taken. For example, "Goku has taken 20% damage, Vegeta has taken 15%." There are no hit points, so a percent can be used to help gauge who is winning and if you are close to death.

[Rules Enforcement]
A ref should also there to ensure that all rules are being followed (e.g. no god-moding no auto-hitting) and to mediate disputes if and when they happen. If someone believes that something their opponent roleplayed was unfair, they may complain to the ref to make a third-party judgment that should be respected and followed by all participants. Each side may ask the ref to make a ruling on something once per battle. After that, it is up to the referee to use their own discretion on when to intervene and make a ruling if they think they see someone acting unfairly.

[Issue Roleplayer's Award]
It is up to the ref to issue the Roleplayer's Award each battle.
 

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