Post by Spirit on Oct 6, 2012 11:42:45 GMT
General Pointers
Generally, battle posts should be reasonably long - Anything under 100 words is far too short. What happens in a battle is, in general, up to you, however, the players should be given a fair amount of free reign.
If you have a situation where one post is too short, judge as normal, but penalise the short poster (As long as it is far, far shorter than the other), but make sure they know why they are being punished. A punishment in battle, in general, is the battle tipping in the opponent's favour - How far you go with this is up to you, but make sure you are fair to people.
Battle Calculations
Order Vs Order
Attack Vs Attack
For each player takes damage equal to their Attack Force, taken from their opponent's Attack Force. If one player's speed is at least 5 points higher than their opponent's, add 5 to their Attack Force
In Summary:
Damage= Opponent's Attack Force - (Attack Force -5)
Attack Vs Dodge
Dodger's Agility Stat should be added to their Speed stat. A Random Number should then be generated (This site is good) between 1 an appropiate number (ie - Don't use 1 to 100 if speed. If the number is below the Agility + Speed numbers don't even hit 20) If the number is below the value for Agility + Speed, the Dodger takes no damage. If the number is over the value, the Dodger takes damage equal to the Attacker's Attack Force plus 5, minus half the Dodger's Agility.
In Summary:
Add Dodger's Speed stat to their Agility stat
Generate a random number with appropriate range.
Under Dodger's Speed + Agility? Successful Dodge!
Over Dodger's Speed + Agility? Unsuccessful Dodge! Dodger takes Damage = (Attacker's Attack Force + 5) - (1/2 Dodger's Agility)
Dodge Vs Dodge
Nothing Happens.
Specials
Treat them as attacks, unless stated otherwise.
Random Damage
Well, we are working with spinning tops here...
Damage = (1/2 Attacker's Attack Force) - Defender's Agility
This applies when Beyblades get too close to each other, or when you, the judge see fit.
Misc
These Calculations are merely a system to support the Roleplay - If you think an attack wouldn't work realistically, then it either doesn't work, or does something unexpected. Also, the area of the Beyblade damaged is up to you, however, it should be decided with common sense - On most Beyblades, the middle section protrudes the most, and therefore, it would generally be the most susceptible to damage.
Generally, battle posts should be reasonably long - Anything under 100 words is far too short. What happens in a battle is, in general, up to you, however, the players should be given a fair amount of free reign.
If you have a situation where one post is too short, judge as normal, but penalise the short poster (As long as it is far, far shorter than the other), but make sure they know why they are being punished. A punishment in battle, in general, is the battle tipping in the opponent's favour - How far you go with this is up to you, but make sure you are fair to people.
Battle Calculations
Order Vs Order
Attack Vs Attack
For each player takes damage equal to their Attack Force, taken from their opponent's Attack Force. If one player's speed is at least 5 points higher than their opponent's, add 5 to their Attack Force
In Summary:
Damage= Opponent's Attack Force - (Attack Force -5)
Attack Vs Dodge
Dodger's Agility Stat should be added to their Speed stat. A Random Number should then be generated (This site is good) between 1 an appropiate number (ie - Don't use 1 to 100 if speed. If the number is below the Agility + Speed numbers don't even hit 20) If the number is below the value for Agility + Speed, the Dodger takes no damage. If the number is over the value, the Dodger takes damage equal to the Attacker's Attack Force plus 5, minus half the Dodger's Agility.
In Summary:
Add Dodger's Speed stat to their Agility stat
Generate a random number with appropriate range.
Under Dodger's Speed + Agility? Successful Dodge!
Over Dodger's Speed + Agility? Unsuccessful Dodge! Dodger takes Damage = (Attacker's Attack Force + 5) - (1/2 Dodger's Agility)
Dodge Vs Dodge
Nothing Happens.
Specials
Treat them as attacks, unless stated otherwise.
Random Damage
Well, we are working with spinning tops here...
Damage = (1/2 Attacker's Attack Force) - Defender's Agility
This applies when Beyblades get too close to each other, or when you, the judge see fit.
Misc
These Calculations are merely a system to support the Roleplay - If you think an attack wouldn't work realistically, then it either doesn't work, or does something unexpected. Also, the area of the Beyblade damaged is up to you, however, it should be decided with common sense - On most Beyblades, the middle section protrudes the most, and therefore, it would generally be the most susceptible to damage.