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Most roleplayers at some point or another have used their minds to picture what it would be like to be down on the tabletop fighting along side some of our favorite miniatures. The guns firing, the swords clashing, and metal testing mettle. For a while roleplaying over the internet became difficult due to the restrictions from dice rolling. You used to have to trust the dice rolls of your opponents or teammates rather than confirming them. Forum Based Combat solves those problems and presents an easy to use battle system so you can roleplay combat in your desired universe!
By using the dice roller found at Invisible Castle (Link) you can roll dice that are easily verified and difficult to cheat with.
Forum Based Combat will pit you against one or more opponents. The object of the game is to reduce your opponents hitpoints to zero before they do the same to you. The game adds variety by putting experience points into the mix allowing your character to level up as you win battles and become a more experienced fighter. So make up a character and give it a go, you're only limited by your imagination.
So you want to fight the good fight?
Great, but first you need to learn how.
Step One: Create Your Character
Step Two: Basic Battle Instruction
Step Three: Determine Experience
Create your Character
Ok, You've read the basic rules now it's on to finding out how you actually develop your character. The character sheet is relatively simple and straight forward. A great feature of Librarium Online is the Blogging feature. It is a place where you can go and post what you want, when you want, without cluttering up the forums. In the future we may add a Character Sheets sub-forum but for now the blog section will do wonders. So, when you're done creating your character post him in your blog so other people can go see him!
To create your character all you need is the following:Hit Points and Attack Dice are determined by Level, they show as follows.Name:
Hit PointsAttack DiceLevel 1- 15hp
Level 2- 20hp
Level 3- 25hp
Level 4- 30hp
Level 5- 35hp
Level 6- 40hp
Level 7- 45hp
Level 8- 50hpThere are a few basic rules, they are as follows:Level 1- 2 Atk Dice
Level 2- 3 Atk Dice
Level 3- 4 Atk Dice
Level 4- 5 Atk Dice
Level 5- 6 Atk Dice
Level 6- 7 Atk Dice
Level 7- 8 Atk Dice
Level 8- 9 Atk Dice
1.) All Characters start off at Level 1 with 0 experience points.
2.) Skills are earned above level 3 and are specific. Include any character talents in the background/description.
3.) Names must be realistic to their genre. No l33tspeak, stay true to your genre.
4.) Be creative. The more you are, the more you will get out of the game.
Enjoy making those characters and fight hard!
Basic Battle Introduction
First, you need to find a setting to your liking. Whether it be Fantasy or 40k, choose a platform to base your character around. After you choose you then want to create a character in your mind. Give them a name, a purpose, a description, and tell us what weapons they use. The customization is limited only by your imagination. After you've got your character you're ready to look for a fight.
In order to represent dice rolls we will be using the website Invisible Castle. Invisible castle allows you to make dice rolls and have them verified by your opponent. This makes cheating virtually impossible and thus the games being fair.
Each character will have their own stats mentioned in the character creation section. They both get a certain number of attack dice (d20) to make your actions with and a certain amount of hit points to determine score. Each d20 is rolled to determine if you take a hit point away from your enemy, the goal is to reduce their hit points to zero. In order to hit your opponent you need to roll above a certain amount.You start the game by rolling a 1d20 to see who strikes first, the higher roll being the winner. In the event of a tie, the dice are re-rolled until a winner is decided. The fighting then begins.To hit on a d20:
1: Critical Miss*
20+: Critical Hit**
*If a 1 is rolled for a "to hit" roll then the opponent of the person who is attempting to hit gets a +1 bonus on the following action. An 11-18 is needed for a hit and a 19+ is needed for a critical hit. If a wound is scored at the same time as the critical miss it is seen as the attacker leaving an open attack of opportunity still allowing the +1 bonus and scoring a wound at the same time.
**If a 20+ is rolled a critical hit is scored and the person who recieves the hit takes 2 wounds for each 20+ rolled.
Note: If a Critical Miss and a Critical Hit are rolled in the same turn they negate each other and only one wound is scored instead of a critical hit. The person who is not the attacker does not recieve the bonus for a critical missIn this case, Kung Fu Kevin wins the initiative test, therefore he strikes first.
The fighting follows this order and continues this way until the game ends or a skill changes the order (explained in a later post).
Player one describes attack action and rolls attack dice.Kung Fu Kevin:
(Attack Action)I leap across the arena and with a mighty iron eagle kick I swipe my foot across my opponents face.
Kung Fu Kevin just made his first attack against Burly Boxer Bobby. If you look on the chart above, in order for Kung Fu Kevin to take a hit point from Burly Boxer Bobby he must score a 12 or above. Since he had one eight and one thirteen he scores one wound and Burly Boxer Bobby must now take his turn.
Player two describes defense action,shares hit points in bold bracketed italics, describes attack action and rolls attack dice.Excellent! Burly Boxer Bobby has turned around and returned the pain to Kung Fu Kevin. Scoring a 17 and a 19 means two wounds dealt to Kung Fu KevinBurly Boxer Bobby:
(Defense Action)As the kick lands squarely across my face I become slightly dazed but regain my composure quickly. (Attack Action)Before kevin has a chance to bring his foot back down to solid ground I take my right hook right into his chest.
Player one describes defense action, shares hit points in bold bracketed italics, describes attack action and rolls attack dice. This is continued back and forth until a winner is decided.
To win the game you must reduce your opponents hit points value to zero. However, after your opponent is reduced to zero he or she still has one more turn to try and return the damage before they go down. If you are reduced to zero as well as your opponent then the game is considered a draw and no experience is awarded.
After the game is decided you adjust your character sheet with the appropriate win or loss and gain or lose XP as explained the the XP section of the rules forum.
Congratulations, you've learned how to fight!
Earning ExperienceGaining XP:Level 1: 0-2xp
Level 2: 3-6xp
Level 3: 7-11p
Level 4: 12-17xp
Level 5: 18-24xp
Level 6: 25-32xp
Level 7: 33-41xp
Level 8: 49+xp
To gain experience you must win battles. Here's the table for experience gain.In the future there will be options for team battles and free for alls. But for now, thats the xp explanation.Win the match by having more than 10 wounds at the end of the fight: +2xp
Win the match by having less than 10 wounds at the end of the fight: +1xp
Win the match vs an opponent one level above you: +2xp
Lose a match vs an opponent one level above you when your opponent has 5 or less HP: +1xp
Defeat an opponent two or more levels below you: 0xp
Skills and Skill Trees
When you reach level 3 there’s a bonus you achieve. You are allowed to select from the skill trees. Skills are basically bonuses your character learns by fighting. Depending on what level your character is, he will have different skills available to him.
For example, when he is at level three, he has all level three skills available. When he gets to level six, he has all level six skills available to him. However, in order to buy higher level skills, you have to have the skill that comes before on the tree. So, if you want to buy the Lv 6- Crit Chance Increase skill, you would have had to buy the Lv 3- Crit Chance Increase as well. If you wanted to buy the Lv 8 Crit Chance Increase skill, you would have to have both the Lv 3 Crit Chance Increase skill and the Lv 6 Crit Chance Increase Skill. You do not have to buy skills as soon as they are available to you. IE, if you are a level seven character, you can buy level three skills if you haven’t already bought the skill in question. You may never buy the same skill twice.
If you buy the Lv 3 skill from a tree and then buy the Lv 6 skill from the same tree you count as having two skills, though the effects are not cumulative. So if you had the Lv 3 Frenzy skill and you had the Lv 6 frenzy skill you would have a total of two extra attack dice, not three, and two of your skill slots would be filled up. Skills are constant throughout the entire battle (unless otherwise noted) and are never cumulative (unless otherwise noted.)
Level 3- +1 skill, total of 1
Level 4- +1 skill, total of 2
Level 5- +1 skill, total of 3
Level 6- +1 skill, total of 4
Level 7- +1 skill, total of 5
Level 8- +1 skill, total of 6
Critical Hit Skill Tree-
Lv 3- Crit Chance Increase - Critical hit on 19+
Lv 6- Crit Chance Increase - Critical hit on 18+
Lv 8- Crit Chance Increase - Critical hit on 17+
Hardened Defense Skill Tree-
Lv 3- Hardened Defense - Takes one wound on critical hits and next combat roll suffers from a -2 modifier on all combat dice rolls.
Lv 6- Hardened Defense - Takes one wound on critical hits and next combat roll suffers from a -1 modifier on all combat dice rolls.
Lv 8- Hardened Defense - Takes one wound on critical hits and next combat roll suffers no penalties on all combat dice rolls.
Parrying Skill Tree-
Lv 3- Parry - Force opponent to re-roll one hit dice. May only be used once per battle in one turn.
Lv 6- Parry - Force opponent to re-roll two hit dice. May only be used once per battle in one turn.
Lv 8- Parry - Force opponent to re-roll three hit dice. May only be used once per battle in one turn.
Entanglement Skill Tree-
Lv 3- Entangle - opponent gets -1 atk dice. Only usable once.
Lv 6- Entangle - opponent gets -2 atk dice. Only usable once.
Lv 8- Entangle - opponent gets -3 atk dice (only usable once) OR opponent gets -1 atk dice throughout the entire battle.
Frenzy Skill Tree-
Lv 3- Frenzy - +1 attack dice.
Lv 6- Frenzy- +2 attack dice.
Lv 8- Frenzy- +2 attack dice and +1 to your initiative roll.
Accuracy Skill Tree
Lv 3- Accuracy- Need 11+ to hit, crit remains unchanged.
Lv 6- Accuracy- Need 10+ to hit, crit remains unchanged.
Lv 8- Accuracy- Need 9+ to hit, crit remains uncanged.
Dexterity Skill Tree
Lv 3- Dexterity- re-roll one missed attack dice per battle.
Lv 6- Dexterity- re-roll two missed attack dice per battle.
Lv 8- Dexterity- re-roll three missed attack dice per battle.
Quick Strike Skill Tree
Lv 3- Quick Strike- Add +2 to init roll.
Lv 6- Quick Strike- Add +3 to init roll.
Lv 8- Quick Strike- Add +4 to init roll.
Summon Aid Skill Tree
Lv 3- Summon Aid-Calls forth partner to help you in battle. Your partner requires a 14+ to hit on 1d20 and no critical hit chances. Has 3 HP and once destroyed may not be used again that battle.
Lv 6- Summon Aid-Calls forth partner to help you in battle. Your partner requires a 13+ to hit on 1d20 and no critical hit chances. Has 6 HP and once destroyed may not be used again that battle.
Lv 8- Summon Aid-Calls forth partner to help you in battle. Your partner requires a 13+ to hit on 2d20 and no critical hit chances. Has 9 HP and once destroyed may not be used again that battle.
Vitality Skill Tree (Effects are not cumulative.)
Lv 3-Viatality- +1 Hp
Lv 6-Viatality- +3 Hp
Lv 8-Viatality- +5 Hp
Modify Environment Skill Tree (Only accessible at Lv 8. Takes up two skill slots.)
Lv 8-Modify Environment- Before the game has started, roll 1 d20. On a 14+, your opponent suffers two wounds as if he were critically hit, and the game begins. On a 5-13, nothing happens, and the game begins. On a 1-4, you suffer two wounds as if you were critically hit, and the game begins.
The amount of skills you may choose is determined by your level, it is proved by the chart that follows:
Sample Character With Skills:
Name: Bob the Space Marine
Hit Points: 40 hp
Atk Dice: 8
# of Skills: 6
-Frenzy, Lv6 (Bonus included in profile)
-Quick Strike, Lv3
-Hardened Defense, Lv3
-Hardened Defense, Lv6
Dice Rolling Tutorial
Invisible castle is pretty easy to use but to play in a battle you need to know the rules.
Strict Rules for Dice Rolling
Always use the same character name so dice rolls can be verified.
Post the rolls in the correct format for easier verification.
Step 1- Head over to Invisible Castle. This is the front page that will greet you:
Step 2- Click on "Roll dice" in the banner.
Step 3- Enter in your Characters name. Once you select this name, use it for the REST of the combat.
Step 4- Enter in the amount of dice you will be rolling. If it is initiative, you roll 1, if it is your attack roll this will equal the # of attack dice.
Step 5- Enter the type of dice you will be rolling. At this point FBC only uses a d20, so you'll input 1d20 in this field EVERY time.
Step 6- Describe your action.
For initiative: "Initiative vs (character name)"
For combat rolls: "Attack roll vs. (character name), Turn #"
Step 7- Click the "Roll Dice" button.
Step 8- The dice are rolled. The roller will automatically generate a code for you to place in the forum. Simply select that code and copy it.
Step 9- Paste in the appropriate section in your post and continue the game!
Last edited by mediajak; July 9th, 2007 at 23:29.