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Basic mechanics

1,098 bytes added, 06:51, 22 February 2020
= In and out of combat =
When playing MazeWorld, there are two major 'modes' of play; being '''out of combat''' (what is referred to as '''Normal mode''') and being '''in combat''' (known as '''[[Combat mode]]'''). The actions available to you differ depending on whether or not you are in combat, though it is possible to shift in and out of combat in an instant.
Normal mode (out Out of combat) is the default mode of play. In this mode, the situation is assumed to be relatively safe and more relaxed, and there is generally no need to keep track of character positioning, time or turns passing, unless specific situations or conditions warrant the need to do so. Normal is the closest there is to freeform roleplaying, and greater leeway and flexibility should be granted to Game Masters (GMs) and players.
When in combat,certain actions become information becomes very important: character and item positioning, turns passing, and who does what in which order. Each of these may have an influence on the outcome of the fight. All of the specifics to fighting can be found on the '''[[Combat mode]]''' page.
= Declaring actions =
Talking can be useful from time to time, but in In order to make things happen, characters must take do clearly declared '''actions'''.
Every action you wish your character to make must be declared. That means clearly telling the GM what you intend to do, with as many details as required. It is not strictly necessary to be always in-character when declaring actions, but it is considered good form to weave your intentions into your roleplaying, even if it's just a few words.
== Daily Reset ==
The only most important part element of time is the amount of days that have passed in the game, and more specifically the moment at which the character enters into a new day. This point is known as the '''Daily Reset'''. Two important [[statistics]], [[Nutrition]] and [[Hydration]], rely on the Daily Reset for their significance. Every day, your character will lose a certain amount of nutrition and hydration, roughly corresponding to a day's worth of food and water. The exact amount of Nutrition and Hydration lost depends on two factors: your character's Base Limb Health value and constitution.
The daily reset occurs at '''midnight''', at the start of the Night period.
** If your character's constitution is Athletic, multiply both values by '''1.25'''. If Muscular, multiply both values by '''1.5'''.
In addition, your character may heal some [[Pain]] (if not 0%) and [[Blood]] (if not at maximum levelsand if there are no [[Wounds]]) during Daily Reset. This is referred to as '''natural healing'''; however this healing is not free and will burn extra Nutrition as well as some [[Fatigue]].* Pain healed on Daily Reset: '''Up to -40%'''. Healing Pain through Daily Reset is subject to the [[Effects#Healing|Pain healing effect]].* Blood healed on Daily Reset: '''Up to +1.0 unit'''. Healing Blood through Daily Reset is subject to the [[Effects#Healing|Blood healing effect]].
Additional considerations:
* If you have skill levels in [[Healing]], you will receive bonuses to natural healing, which are applied ''before'' the normal effects of natural healing. See [[Healing#Natural healing bonuses|this section]] for more details.
* If your character is [[Addiction|addicted]] to one or more substances before Daily Reset, all active addictions will advance by one level, unless already at level 3.
Generally speaking, unless the player characters are in combat, or there is some other situation during which the counting of turns would become important, it's not strictly necessary to count down the exact amount of turns that would pass for completing an action. The significance of turns depends on how much changes over each turn, particularly if any effects that work over time are active; virtually all such effects work on a per-turn basis, and all temporary effects last an amount of time expressed in turns.
* '''Example:''' After having successfully eliminated During a fight against a nasty creature, Sarah notices she has taken hits and sustained a few three [[Wounds during the fight]], and is now bleeding. In order to access the [[Meds|bandages ]] inside of her [[Load-bearing equipment|backpack]], Sarah needs to spend a turn to drop her backpack on the ground and make the items accessible. Normally, this would be trivial, but every turn Sarah spends with at least one wound, means she is losing [[Blood]]. It will require one turn to drop the backpack, and one turn for every bandage required (one per Wound) in order for her to stop bleeding. Hopefully she is able  GMs are, however, encouraged to patch herself up before all expedite such processes for the sake of her red fluids are keeping the pace going, especially outside of combat and if players do have the resources on their characters to fix these issues, unless you absolutely want to run an intense, beat-by-beat, every-moment-counts session, it is usually better to simply let player characters heal themselves "for free". GMs and players may discuss about it and decide together how intense, detailed and granular their sessions should be. * '''Example:''' Normally, if Sarah were still in combat and had to heal 3 Wounds using bandages, she would have to spend the floorfirst turn dropping the Backpack (-0.3 Blood), use turn 2 to heal the first wound with a bandage (-0.2 Blood), then turn 3 for healing wound 2 (-0.1 Blood), then turn 4 for healing wound 3 (all wounds patched), losing a total of 0.6 Blood and 4 turns. However, the GM decides to let Sarah patch herself up without losing 0.6 Blood because she's no longer in combat, and there's no reason to waste time.