Combat System

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Freedom Combat System Guide

For many years Freedom has had its own unique combat system. There are no stats to keep track of, rolls and modifiers are used very slightly and the main focus is on the characters and the DMs telling their story. While no doubt most people reading have learned this system easily, this is here to clear up any confusion, answer any questions and act a general all purpose guide for those who may want to review things. This also allows me, Zackaroth(the main DM of the storyline), to also put down some little tidbits players may not have known.

When it comes to the invite stage of the event, please directly whisper the DM the world INVITE - many use an addon that auto-detects the phrase and sends out invitations. If you do not use the word INVITE, your whispers may be missed if it's in the middle of others.

Attacking, Defending and Groups

Attacking is done by groups in the raid. The attack order always starts with Group 1(G1) and goes until all groups have gone and begins at G1 again. When a group is attacking, all group members are expected to respond in a timely manner. While nobody wants a one liner, writing a book is also not needed. Keep your post relatively to the point on what your character is doing.

When emoting in raid, do NOT use * * around the text, as that will make the text color change and the DM will likely miss the emote. Limit your emotes so that they're not a wall of text. If you're constantly putting out emotes that reach four sections, then perhaps be a little less descriptive.

Enemies will sometimes launch attacks at you during the DM’s response. How you respond to this is up to you. If you were attacked by a raid wide ability and your group is up, you may respond to the attack and attack yourself. If you were attacked during the enemy’s response you may emote in /e your response to it but may not attack the boss back. Sometimes enemies will target one player or a group of players in what are called Counter Attacks. These will be discussed later.

Groups are made up of at least 3 players and up to 5, with 6 being the total allowed. If you find yourself in a group with only 2 players, you may be whispered in the event by the DM or a helper of what group you are supposed to go with. Groups can change over the course of the event as people leave or things shift around, so pay attention. The DM will normally announce when there have been major changes to the groups.

For the sake of simplicity, we ask that you do not 'charge attacks' during events. It will not make any difference on the outcome. If you wish to emote charging an attack, do so out of turn with /e while waiting and have the attack come on your groups turn.

Turns and Rounds

This has been a source of confusion for new and old players alike so I’m hoping this will clear this up.

Turns are when a Group completes its attack and the DM responds to them and calls for the next group to go. Example: G1’s turn ending and going to into G2

Rounds are when all the groups have gone and we have arrived back at G1. Example: G5 has finished their turn and now the DM is calling for G1 to go again. This is a round. Rounds can be short or very long depending on the size of the raid.

Counter Attacks

Counter attacks are a way for players to get their own little special attack in, provided they can win. Normally every other turn(or whenever the DM decides), an enemy may launch an attack at a player.

Players can choose to either roll to have a chance to counter the attack or may choose to just dodge and avoid it all together. Dodging does not require rolling just means your character is able to get out of the way but not attack. Some Counter Attacks may be undodgeable but these will be rare and left for special bosses.

If a player decides to try and counter, they must roll against the DM. This is a simple /roll. Whoever has the highest number wins. Sometimes players may gain temporary modifiers from buffs or items that that gives them a plus to what they roll. Sometimes they may even get negatives from debuffs or boss effects. Enemies may also experience this as well, though this more to DM discretion.

If a player wins, they may make a quick emote and attack the boss again, while if they lose, they leave themselves open for a massive attack by the boss and any negative effects that follow. While a counter attack will never kill a player and the injuries are almost always left up to the player, players should respond appropriately and not shrug it off.

Group Counters

Sometimes an enemy will target more than one player. They can target up to 5 for a super powerful attack. Players being targeted will be noted in the emote and should decide quickly on whether to roll or dodge. PLAYERS SHOULD NEVER ROLL IMMEDIATELY. Instead they should wait till the DM prompts them to roll and what they should roll out of.

Different sized groups will roll differently. A player deciding to dodge, means the number of targets is reduced and thus the roll changes. When prompted too, players roll against the DM. The DM only rolls once while the players then roll, combine their rolls to get the total vs the DM’s roll.

If the players roll is higher, then all players who rolled get to attack the boss in a quick emote. If the DM rolls higher, then all players are struck by the powerful attack.

Buffs from the players are added to the total roll at the end.

Below you will find a small guide on what each player rolls depending on group size.

  • 2 players: Roll out of 50
  • 3 players: Roll out of 33 with a +1 added to the total
  • 4 players: Roll out of 25
  • 5 players: Roll out of 20

Threshold Rolls

Sometimes the whole raid will be the target of a counter attack, with these attacks being known as a threshold roll. Unless otherwise stated, these rolls are optional to do. Often Threshold rolls will not be the standard 1-100 range of rolling and can sometimes be rolled between 50 and 100. These attacks are high risk but high reward.

When a threshold roll is called, and you are duel-boxing, roll ONLY on one character unless it is stated as an unavoidable attack.

Most roll bonuses do NOT apply to threshold rolls unless the item or spell specifically says so.

Buffs

Players may buff their group during an event. Many classes have access to buffs that can help aid their group. Normally buffs will only work on your group. Buffing your group gives them a +10 to their counters until the end of their next turn. While you can buff again, it will only give your group a +5 if on the same encounter, and a third time it will fail to do anything.

Because of their iconic nature in Warcraft, abilities like Heroism, Bloodlust and Timewarp will give the ENTIRE raid a +15 to any counter until the end of their groups turn. However, these abilities can only be used ONCE a day and only once per encounter by a single player. For example. Aroes uses Timewarp on a boss fight. He can no longer use Timewarp for the rest of the day and no one else can use a similar ability on a same boss fight. However, once we get to the next boss, Sokir for example, can use Bloodlust to buff the group.

Enemies may also buff themselves. They may gain these buffs over time, or already have them because of their power and presence as a major lore figure.

Items that interact with Combat

If you have an item that interacts with how the flow of combat goes, like interrupting a failed counter roll, please have a macro of this item ready to fire off that states what it does. Do not just link the item in raid, as we do not have a prefect memory and do not remember what all items do. An example of this is as followed:

Player fails a counter Roll

BEFORE the DM emotes the response, fire off a macro that says: (I would like to use my COOL ITEM that allows me to target a player to reroll their counter attack once per event on PLAYER THAT FAILED.)