Enolaptia |
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3. Battles A. Getting into a Battle: The way that you get into Battle is explained in 1-B (5). B. Discovering What You’re Enemy Is: Every map has a different list of enemies (To play this game you will also need the Map Book.). Roll a d6 to find out what the enemy is. The d6 determines what kind of enemy from the list of enemies of that map (in the map book). There are a few exceptions to this but the map book explains the exceptions. |
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C. Phases of a battle turn. a. Determine the order: All creatures and characters have certain amounts of speed (see ). The creature or character with the highest speed goes first, the creature or character with the second highest speed goes second and so on. If there is a tie in speeds between a creature or character (A tie between a character and a character allows the party to decide who will go first, as does a tie between a creature and a creature. The only exception for this is if some characters are sparring (see ) or dueling (see ). Then, a roll of a d6 is required. A roll of a 1, a 2 or a 3 means the creature goes first. A roll of a 4, a 5, or a 6 means the character gets to go first. The determination of who goes first between the tied creature and character occurs every battle turn. All of the rolls of this nature occur at the beginning of the, determine the order, phase. b. Attack: The creatures and characters attack in the order that was determined in phase one. During this phase each creature/character may only use one move. The move can be one of the following: a normal attack, a spell, a potion, a special, a skill or a try to run away (roll d6; 1-4 can’t run, 5-6 do run). Note: One of the party members rolls for the creature(s) as well as his or her own character. Creatures do not have potions. The d6 roll determines anything that the creature does. When a creature attacks it doesn’t attack a specific person. It attacks the whole character party. There are never more than 6 creatures in a creature party. For that matter, there can only be 6 Characters in a Character party (see). Allocation numbers are assigned at the beginning of combat and never change until the battle is over. Creatures never target a specific character unless only one character is in the battle. When there is one character in the battle, all hits are directed to him/her. When there are two or more you must assign the allocation numbers. If there are two, one of the characters is 1-3 and the other is 4-6. If three; 1-2, 3-4, and 5-6. If four; 1, 2-3, 4, 5-6. If five; 1, 2, 3-4, 5, 6. Finally, if six; 1, 2, 3, 4, 5, 6. Potions cannot be used on enemies but may be used to target other party members that are in the battle. c. Damage rolls: For normal attacks the damage roll works thusly. A one is a miss, a 2 is a weak attack (AT divided by 3), a 3 or 4 is a normal attack (AT divided by 2), and a 5 or 6 is a strong attack (AT). If the damage roll is a 6 you roll again. If you get another 6 you do AT multiplied by 2. Spells have their own systems for damage. d. Item Drops: If the party wins the movement turns start over from where you encountered the creature party. Although after the battle and before the movement turns the item drops are determined. For each creature killed you roll a d6. A 1-3 means that that creature didn’t drop anything and a 4-6 means that creature did drop something. If the creature did drop something you roll again. Each map has different item drops. So go to the map book and find the map that you are on. There is a section for that map that displays the item drop. The number you get on the second roll corresponds to one of the items listed at the item drop (see [map book]). There may be a few items that add to the item drop roll that determines if there is an item drop for that creature at all. e. Gaining Exp: Each creature gives a certain amount of exp (see ) when killed. f. Teleporting in and out of Battle: No character among any circumstances may teleport to a different map/town from a battle. They may try to run away (see 2-C-2) [You cannot run away from bosses]. If you want to you may use the party stone (see) to join the battle as long as at least one of you’re party members are in the battle. | |
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E. Teleportation Gates and Stones: Move your party to the hex that contains that symbol (the teleportation gate). The first time you step on that hex your party gains a warp stone (see ). Whenever your party enters a new town for the first time you gain the warp stone for that town. |