Author Topic: Fate/Grand Adventure Combat Rules  (Read 82 times)


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Fate/Grand Adventure Combat Rules
« on: May 13, 2017, 04:48:09 AM »
Okay, I'm going to retry Fate/Grand Adventure again.  However, I'm going to add a combat rules for this kind of RP; just to make it more intense.

This post is for a table of contents for other posts:

Upgrading Stats
Master Stats
Upgrading Master Stats
Elements and Types
Positive and Negative effects
Equipment and Weapon
Defensive Point
Combat Mechanic

I'll start tomorrow.


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Re: Fate/Grand Adventure Combat Rules
« Reply #1 on: May 14, 2017, 12:19:17 AM »

As you can see, I'll be using stats this times.  You guys will better pay attention to this as they all important in a ways.

The stats are:

SP: Spirit Point, this is like HP in that you lose SP whenever you taken ​damage.
MP: Mana Point, obviously used for magics or special skills.
DP: Defense Point, this will be explained in a later contents.
NP: Noble Phantasm, this one is a percentage.  You will be able to used Noble Phantasm once it's reach 100%.

[Upgrading Stats]
You will be gain experience point for every enemies you have defeated and can be spend on raising a stats.  You'll probably thinking​ that the cost will raise for every stats being upgraded​ like Dark Souls, right?


Instead, all stats, no matter what, will always cost 40xp to upgrade; meaning that - yes - it's fucking cheap.  Now, I'm gonna show you how to raise, cause I'm suck to explain this type of things:

SP: +5 for every 40xp being spend.
MP: +5 for every 40xp being spend.
DP: +1 for every 40xp being spend.
NP: +10% for every 40xp being spend.

However, each stats will have the limit of time you can raise, meaning that you cannot have infinity amount of caps; this will only depends on the Servant's rank of their attributes.

[Master Stats]
Master Stats are exclusive to non-servants.  There are two kinds of Masters to be used: the battle-oriente general and the support​ing tactician.  General are more or less like Servants, except that they have Command Seal.  Tactician, however, need a little more explanation.

Tactician Master, in far contrast to the General Master, does not have any damaging offense capability, they can only support their Servants and weakening their enemies.  This can be compensate from the fact that they cannot be targeted by anyone​ unless it's an AOE status effect.  Tactician have the ability to have up to three Servants, in contrast to the General can only have one, give support to their allies by buff their teammates or Debuff their enemies.  Tactician do lack both HP and DP, and they can only be defeated if their Servants are all defeated; Tactician have superior Mana than General due to many of their Technique required Mana.

In far contrast to the Servants, Masters have far lower cap than the others.

Both of them have their own stats:

Master General:
HP: Health Point, as always.
MP: Mana Point.
DP: Defense Point
CP: A features only available to Masters: Command Point.  These can be used to give any Servants you bound a order through the Command Seal; it's can also be use to completely healed the Servant's SP.  Another features is that the Master can used up all three Command Seal to fully revive all Servants that you owned during battle.  Unfortunately, you can only restore CP on a safehouse.
LB: Limit Break, these work just the same as NP, you can use Limit Break once it's reach 100%.  Exclusive to General.

Master Tactician:
LP: Leadership Point, these can only be used on the Servants that is not being used by another players.  LP can be spend on the Servants to take action in conjunction with the master; however, no Master can spend more than one LP on the same Servant.

[Upgrading Master Stats]

Upgrading the stats is the same as upgrading the normal stats.


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Re: Fate/Grand Adventure Combat Rules
« Reply #2 on: May 14, 2017, 04:45:07 PM »

Technique is an action use in an active time for a round, and is something​ that the character knew, like an attack or skills.   There is a limited number of technique that she or he know, and it will be listed in a format:

[Name]: Technique description, number of damage [Element]. {Type} (MP cost)

Elements are the technique's special property, ranging from physical damage to even a splash of waters.  The technique can have more than one of the following elements:

Slashing: A physical damage that cut and tear through clothes and skins; use by Sword, Axe, Halberd, Partisan, Saber, etc.

Piercing: Physical damage that penetrate through obstacle; use by spear, rapier, knife, pole arm, bullets, arrows, etc.

Blunt: Physical damage that leave bruises on some; generally use with fist, hammer, staff, maces, etc.

Fire: Elemental damage associated with flames; burn shit and leave destruction on people's stuff.

Water: Elemental​ damage associated with pure waters and non-corrosive liquids.  For some reason, they tend to either injure or help; fire hoses applied as well.

Wind: Elemental​ damage associated with aerial attack; tend to use speeds.

Ice: Elemental damage associated with any frozen liquid or something​ very cold.  Use to decrease temperature on a dramatic level.

Lightning: Element associated with thunderstorms.  They are usually hard to evade, and tend to be highly-damaging despite being short.

[Light]: Element associated with holy.  They tend to be used for healing, but can be use for offensive capability.

[Dark]: Element associated with shadow and corruption.  They are direct opposite of Light, and tend to bring pain.... Usually.

[Bio]: Damage associated with altering the biology of their targets, poisonous gasses, corrosive liquid like acid, and other substance.

[Energy]: Associated with lasers blast, pure magic, and other energies.

[Mental]: Associated with telekinesis, telepathy, and other attack that could affect the target's mind.

[Spirits]: Supernatural damage associated with Spiritual being, coming from the Soul, Heroic Spirit, Demons, Angels, and other that could be using spiritual stuff.

[Non-Elemental]: Damage that is not associated with anything, have no strength nor weakness, and they cannot be improved by any means.

Also know as Attack Types, are what kind of style are you used.  There are only three types that can be used:

{Burst}: Types that is use for a powerful charge attack.  Usually slow and single hit, but can be use to a devastating effect; the only problem was that it's doesn't​ raise NP percentage, but can make up for it's low cost of MP.  Ideal for strong hitting units.

{Arts}: Types that is use for magical attack, while can have moderate damage and a few hit, they can quickly raise 5% of NP in each hit, but the MP cost can be quite high.  Ideal for mages or units that's rely on magics.

{Quick}: Types that is use for fast-hitting attack, which came in a form of having the highest combo than the rest, can raise 3% of NP with each hit, and have almost to no cost of MP unless there's a certain quick technique that could be costly.  However, the downside is that it have the lowest damage than the rest.  Ideal for agile units.

Each types have the numbers of of maximum combos that could be use on a technique:

{Burst}: 1 or 2 hit
{Arts}: 3 hit
{Quick}: 5 hit

Note that you can have the technique lower than its max cap of combos.

Ability are passive skills or resistance that your characters have.  They do not take a full action like technique when use, they can either be always in effect, occur instantly​, or be use temporarily; they do not stack.

Can have up to three(Masters), four(Demi/pseudo Servants), or five(Heroic Spirit)abilities.  Not all abilities are use for battle; some can affect how much it's cost for certain things, other can affect only their Servants that they own, and there's some that is use for transformation.

Note that both Demi-Servant and Pseudo-Servant start with the transformation ability.  When using transformation ability, please note that each different form have different techniques and abilities, along with traits and stats as well.


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Re: Fate/Grand Adventure Combat Rules
« Reply #3 on: May 14, 2017, 07:45:39 PM »

Traits are the special characteristics of each characters that possess; be it physical, mental, or even spiritual, they are all special characteristics.  These can range from glaring different - such as Undead, Heroic Spirit, and Humans - to subtle one - like Class and Fighting Style.

Traits are usually affect the character, but Masters could also affect their Servants that aren't control by another RPers; each traits have their own positive and corresponding negative effect.

However, there are restriction and rules... AND YOU MUST OBEY THEM!!!!

... Sorry for my outburst...

Here are the restriction:
1) No matter who your​ characters are, no one can have more than three traits, and all characters will start with three trait.  However, if there's a certain moment that could greatly impact your characters, that traits will be change to reflect that character's state.
2) No traits can have a total of six positive effect from their traits.  Each [Element] count as one positive effect, while each {Type} count as two.
3) No characters can have more than 3 offensive effect from traits.  Each [Element] and {Type} are the same as the above.
4) Each positive effect must have the corresponding negative effect in each traits; Offensive Weakness (-1 damage dealt with...) are forbidden​from all traits.
Example #1:
[Heroic Spirit]: +1 defense against [Spirit], [Light] and [Energy]; +1 damage taken from {Burst}.
[Caster Class]: +1 damage dealt with {Arts}, +1 damage taken from [Slashing] and [Piercing].
[Witchcraft]: +2 defense against [Mental], +1 damage taken from [Spirits].

This is invalid because rules #4 is broken; [Heroic Spirit] have three positive effect, but only have 2 negative effect as {Type} count as two, while [Witchcraft] have 1 negative effect instead of 2 as it should have with the positive effect.  It's shoud be:

[Heroic Spirit]: +1 defense against [Spirit] and [Light]; +1 damage taken from {Burst}.
[Caster Class]: +1 damage dealt with {Arts}, +1 damage taken from [Slashing] and [Piercing].
[Witchcraft]: +2 defense against [Mental], +2 damage taken from [Spirits].
Example #2:
[Demi-Servant]: +1 damage dealt with [Spirit] and [Energy], +2 damage taken from [Cold].
[Magus]: +1 damage dealt with {Arts}, +2 damage taken from [Spirit]
[Enforcer]: +1 defense against {Burst}, +1 damage taken from [Lightning] and [Cold].

This one break rule #3; it has four offensive positive effect, instead of three.  The best way to fix it is by changing into:

[Demi-Servant]: +1 damage dealt with [Energy], +2 damage taken from [Cold].
[Magus]: +1 damage dealt with {Arts}, +2 damage taken from [Spirit]
[Enforcer]: +1 defense against {Burst}, +1 damage taken from [Lightning] and [Cold].
Example #3:
[Magus]: +1 damage dealt with {Arts} and [Energy]; +3 damage taken from [Spirit].
[Master]: +2 defense against [Mental] and [Energy]; +4 damage taken from [Slashing].
[Summoner]: +1 defense against [Fire]; +1 damage taken from [Water].

This one break rule #2, they have 8 positive effect, passing through the limit of 6.  This is how you fix it:

[Magus]: +1 damage dealt with [Energy]; +1 damage taken from [Spirit].
[Master]: +2 defense against [Mental] and [Energy]; +4 damage taken from [Slashing].
[Summoner]: +1 defense against [Fire]; +1 damage taken from [Water].
Example #4:
[Human]: No benefits or weaknesses.
[Enforcer]: +1 damage dealt with {Burst} and [Piercing], +1 damage taken from {Arts} and [Slashing].
[Discipline]: +1 defense against {Quick}, +1 damage taken from [Lightning] and [Fire].

This is the correct use of traits; each of these are balance, with a total of three offensive positive effect and five positive effect, which are all legal.


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Re: Fate/Grand Adventure Combat Rules
« Reply #4 on: May 15, 2017, 01:10:51 AM »
[Defensive Point]

You know about something about RP without Stat? It'll take long, way too long in a fight for one guys to be KO, and there's some who don't want to use dice roll for everything​.

This is where the Defensive Point come in.

You'll recognize it from the Stats content as DP.  Defensive Point, also be known as Dodge Point, is a feat where you has to spend a certain number of DP to either reduced the damage coming from the enemy or fully evade it.  Usually, all normal technique can be fully​ dodge by spending 4 DP.

There are four way to use DP strategically: one-quarter damage(1/4), half-damage(2/4 or 1/2), three quarter damage (3/4), and full dodge(4/4).

Be note that there's some technique can raise the cost of DP to fully dodge.  For example, if an enemy have a technique with +1 DP, then you had to spend a total of 5 DP to fully dodge them; and with a technique with +4 DP, spending 4 DP is considered taking half-damage.

However, there are certain ability that can reduce the cost, and a passive ability that - if being hit by a certain element - then not only you can absorb it without taking damage, it cost no DP to even dodge it.

[Positive and Negative Status Effect]
Like any classic RPG, there will be Status Ailments, Bluff and Debuff.

Some technique may have other conditioning effect that could buff their allies and/or themselves, or debuff on their enemies.  Note that you cannot two instances of the same kinds; for example, you cannot be inflicted by [Poison] if you're still under the effect of poison.  Like any offensive technique, you can spend DP to reduce the number of turns or damage that you would from the effect.

There's a list for all status ailments, buff and debuff:

Spoiler for Negative Status Effect:
Short Terms Effect
[Burn (x)]: Unit take x damage for 4 turn, can be from being in extreme heat; damage can kill burnt unit.
[Poison (x)]: Unit take x damage for 4 turn, from being poisoned by toxic agent; damage can only reduce to 1 on poisoned unit.
[Headache (x)]: Unit lose x MP for 4 turns, don't ask how that work.
[Hinder (x): Unit's offensive technique will be sluggish or less precise than normal, reducing the cost of DP by x for 4 turn.  Cannot make any Technique cost less than 1 DP to dodge.
[Ability Seal (x)]: Prevent x amount of ability to be use for 4 turn.
[Technique Seal (x): Prevent x amount of Technique to be use for 4 turn.
[Drain (x)]: For 4 turns, the amount of damage​ you receive will the x amount of health the enemy will recover.
[Curse (x)]: For x amount of turn, you are unable to recover or regenerate any HP or SP from anything, including direct healing, regeneration, etc.

Long Term Effect
[Wounds (x)]: Until it is cure, target will take x amount of damage from wounds.
[Silence (x)]: For x turns, unit will be unable to use any Techniques​ that use MP.
[NP Seal (x)]: For x turns, target will be unable to use Noble Phantasm.
[Rule Breaker (x)]: For x turns, you will be unable to use CP and unable to use all Servants.
[Charm (x)]: For x turns, targeted Servants will act as the Charmer's Servants; cannot use CP on them.

Turn-Affecting Effect
[Paralyze (x)]: You are unable to act for x turns.
[Lull (x)]: For x turns, you are unable to take action in any ways.  This effect can be expelled shortly by being attacked.
[Stun]: Unit cannot take action for a single turns.

Debuff Effect
[Break {Type} (x)]: For 4 turns, units receive additional x damage from incoming {Type}.
[[Element] down (x)]: For 4 turns, technique deal x less [Element] damage.
[{Type} down (x)]: For 4 turns, technique will deal x less damage from certain {Type}
[Hamper (x): Unit deal x less damage from all technique for 4 turns.
[Softer (x): Unit receive additional x damage from all attack for 4 turn.
[Despair (x)]: Targeted unit cannot be buff for x amount of.  Cannot remove the buff that is already in effect and must wait for a full turn to reapply the target.
[Dispell (x)]: Remove x buffs from the target.
Spoiler for Positive Status Effects​:
Healing and Dodging Effect
[Slow Healing (x)]: For 4 turns, unit regain x amount of health in each turns.
[Regeneration (x)]: Unit regain x amount of health in each turns till the end of battle.
[Agility (x)]: For x turns, unit will grant a free 1/4 dodge from incoming attack so long as DP is use; must wait for a full turn to reapply it.

Buff Effect
[Protection {Type}]: Any damage from incoming {Type} will be reduce by x for 4 turns.
[Strengthen​ {Type} (x)]: Target's {Type} attack will be increase by x for 4 turns.
[Barrier (x): For 4 turns, all incoming attack will be reduce by x.
[NP Regeneration (x)]: Unit regain x percent of NP for 4 turns.
[Strengthen NP (x): Unit's NP will be increased by x for 4 turns.

Restoration/Purity​ Effect
[Vega (x)]: Become immune to all negative effect for x turns.  Does not remove status ailments already in effect; each turns are separate buff against​ [Dispel (x)].
[Cleanse (x)]: Dispell x amount of Debuff from an ally.

Turn Affecting​
[Haste (x)]: For x turns, unit can take additional action in a single turns.  Must wait for one full turns after it's wear off before it reapply on the same unit.
[Invincible (x): For x turns, unit cannot take any damages.  Must wait one full turn after it's wear off to apply on the same unit.
[Armor Piercer (x)]: For x turns, unit can damage invincible foes.