If you all remember the first actual engagement in the game itself, there were four people: Marche, Montblac and the two bangaa. So I thought it would be a great idea to have our test based on that engagement.
Reminder, any edits will be in green!
Law for the Day:
Forbidden = Items
Recommended = Dark (Thank you, SolarMage^^)
Map:
I created a map of "Ulei River", if this map works out, I will make the rest.

Thanks to a little help from Flame Mage, I was able to create an easier map. I labeled the rows and columns.
Here is the battle System you've all been waiting for. I personally thank the user who originally submitted the basis for this plan. Though as I said before, I can't seem to find the post or poster at this moment. And I appologize.
EDIT: I have created a solution to our EVADE problem. There are two attributes: Speed and Evade. In the beginning, units will have evade based on this: Bangaa – 2; NuMou – 3; Moogle – 3; Humans – 4; and Viera – 4. This way, Speed is, or should be, higher than the Evade.
To determine if an attack hits or not, we use the Speed and Evade attributes. Take the victum's Evade and divide it by the attacker's Speed. Then multiply it by 100, though you shouldn't have to, the answer should be obvious, but what ever. This will give you your chances of hitting.
After determining evade, it's time to attack. Lets say the chance of hitting is 95%. That person will roll one 100 sided die. When the person posts they will be able to their their number. If the number is from 1-95, then the attack connects and damage is given. That person will then have to edit their post to announce if they hit and if so, what their damage was.
To calculate damage: Take the attacker’s strength and the strength added by the equipped weapon and subtract the victim’s defense and added defense by armour. For example: Marche (level 50) has an Attack of 479, his strength is added to by his weapon, Ayvuir Red, which adds 80 strength, the total being 559 strength. His victim (let’s make it Sotel, one of my weaker characters :3 on level 33) has a Defense of 391, which is added to by his Adaman Armor, which adds 58 Defense, making it 449. The difference is 110, multiplied by 2 which makes Marche’s damage 220. The same thing applies with magick. When attaking, put all this in the post before actually attacking, then edit with either "Hit!" or "Miss!" And report how much EXP they gained.
For Turns: We use the speed attribute. The person with the highest speed will go first. If there is a tie, the weaker character will go first (to be nice). If the character chooses to wait, for one turn 20 points will be added to their speed (until they go again).
For EXP: (I had help with this, thank you very much ^_^) As you all should know, when a character gains 10 EXP their target was the same level as them. If the level of the target is higher: then add 2 EXP for every level the target is above your unit. If the level of the target is lower: subtract 2 EXP for every level to a minimum ov 1.
Also, for stat boosters like Shell and Protect, the stat affected (DEF and RES) will be multiplied by one third for three turns (It's three, right?). Boost will multiply the ATK of the user by one third. For example: Leslie's ATK is 38 and he uses Boost. 38 * ( 1 / 3 ) = 12.66666667 (round up if the decimal is over five and round down if the decimal is below 5) making it 13. Add 13 to 38 to get 51, Leslie's ATK is 51 until his next turn ends. When a Shell or Protect is cast on players, the units affected must specify the spell, who cast it, how long it has left and the new stat.
Example:
Shell
Cast by: Ayla
Turns left: 3
Current RES: 9
I'll make a list for all this when I get a chance.
Now, would the combatants please post their characters and roll one six sided die. This will help determine teams. If that doesn't work out, I will PM you and we'll decide on teams.
