CLAW handicap system

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CLAW handicap system

Postby Naomh on Sat Feb 23, 2019 5:09 am

The !CLAW handicap system is an optional handicap system that functions by combining two player's combat stats into a pool and comparing it to another player pool. The difference between the two pools is expressed in a % which can be used by the stronger character as a handicap. This system is an optional addition to the combat dice system where either the event/quest runner or stronger of the two combatants (decided by which one uses the one that uses the handicap) decides on whether or not they wish to use it.


Should you decide to use CLAW, you can not 'stop using it' mid-fight. Once ANY dice system is in use in a fight you can not change dice systems mid-fight, this includes the use of the CLAW handicap system.

How the system works:
STR+AGI+INT+RES = The stat Pool

These four 'combat stats' are the stats that are rolled and are thus the only ones relevant for determining a modifier.

Enhancements through enchantments that add to the stat pool stats (STR, AGI, INT, RES) are added to the pool.

Life and Stamina are not taken into account, nor are stamina enchantments, generally meaning the higher level still has some edge over the lower level, additionally attack and defense modifiers are not taken into account. It is still considered unsporting to have a low-level go up against high modifiers (such as a level 5 against +25 or greater def) but such modifiers are beyond the scope of CLAW.


Using CLAW
The commands to figure out the level of handicap is the !Claw <Nick1> {Nick2}

As with most of Desdaemona commands, one must be precise with the input, the target nick(s) must be spelled exactly, capitalization sensitive and the target nick must be logged in to a character.

The second nick is optional, if a second nick is not given then Desdaemona will compare the person who uses the command against the singular given nick.

Anaya: !claw crow`
Desdaemona: Crow Iron-Claw should use @26% for their stat modifier when using the CLAW system in combat against Anaya

Anaya: !claw crow` Abby-Arena
Abby should use @75% for their stat modifier when using the CLAW system in combat against Crow Iron-Claw

If the character has permanent stat modifiers, in this example we'll say crow has +5 STR and +10 AGI, meaning she has a +15 boost to her stats in the stat pool
Anaya: !claw crow`+15
Desdaemona: Crow Iron-Claw should use @25% for their stat modifier when using the CLAW system in combat against Anaya

Do not add spaces in between nicks and the +modifiers


CLAW in combat
Now that you have the handicap percentage, use the combat dice command (!cd) to use CLAW when making all dice rolls. !cd <stat1><modifiers> <stat2><modifiers> <CLAW handicap> <flat ATK/DEF modifiers>
Using the example of Anaya vs. enchanted crow

crow`: !cd str+5 agi+10 @25% +10
Desdaemona: crow` (Crow Iron-Claw) makes an unspecified Dice roll for (67 (62 modified by +5))12 + (d215 (205 modified by +10))81 + modifier +10: 93 adjusted by 25% modified by +10 producing a final result of 33

and Anaya would have to roll her standard clophydef against the attack.

Handicap applies to all stat rolls, so crow would have to @25% for all of her defense rolls as well.

Additional % modifiers to stats:
With the nature of combat, additional modifiers can happen mid-fight, flat modifiers simply get added to the appropriate stat(s), percentage modifiers do as well but it looks a bit more complicated

example: crow's STR is reduced by 50% for reasons

!cd str+5@50% agi+10 @25% +10

Example: Crow got hit by the blindness spell which reduces attacks and defenses by 30%

!cd str+5@70% agi+10@70% @25% +10

flat bonuses to stats must be applied first, THEN the percentage modifiers.
Do note the lack of spaces between stats and stat-specific modifiers.

!cd_<stat1><flatmodifier><percentagemodifier>_<stat2><flatmodifier><percentagemodifier>_<percentage modifier>_<flat modifier>
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