The following rules are for a scene where two evenly armed fighters meet in lethal, gladitorial one-on-one combat. This scene may be about gladiators in ancient room, modern gladiators in (likely: highly illegal) underground bouts, gang members facing off in a knife fight, a fencing duel etc.
THIS BASIC VERSION IS NOT SUITED WELL FOR FIGHTS WITH NET AND TRIDENT :
The basic assumption is that the fight is arranged for, starts on even terms with two armed but (largely) unarmored fighters facing in deadly melee.
= = =
SET COMMANDS for the start of the fight
!set Hit Points 25
!set Guard Guard 10/25
ACTION COMMANDS for the fight itself
!recover guard 1d6
After the scene has been agreed upon and set, a !coin flip decides how goes first.
On the own turn, a fighter chooses the own approach for the turn, to be mechanically reflected by two Action Commands from the selection given above. It is legit to executed one Action Command twice instead of using tWo different ones.
First the active fighter describes the own move/approach in the form of an attempt. Then, the first Action Command of choice is executed, followed by the other and the turn ends. In case of a successful attack, the other play describes the impact of the effect on the own fighter first, otherwise how the attacks are dodged, blocked or deflected. The the fighters describes and executes the own actions, as explained above.
This goes back and forth till one fighter is reduced to zero hit points (the player describes the death scene of the own fighter then).
ATTACKS, GUARD and RECOVERY
#As long as the Guard stat of a fighter is above zero, all attacks must be aimed at the Guard stat to break it down and overcome it. The impact of a successful attack against the Guard stat that does not reduce it to zero should be described how the attacks are dodged, deflected or blocked BUT include how it puts the own fighter into trouble: how the blade was barely averted, an unintended step back or a brief stumbling, the shield arm going lower or how gabs open up in the own guard. An unsuccessful attack against the Guard stat may be described as one easily/skillfully parried or dodged. On the own turn, the own Guard may be raised using „!recover guard 1d6“ as an action (once or twice).
Each fighter thereby chooses each turn how much care is given to defense in the own fighting style (2 actions, 1 or none). Setting the Guard stat not to maxium at start is a design decision: a fighter may hold back at first or charge aggressively right from start according to the own choice of Action Commands.
#When the Guard stat is reduced to zero or below, attacks go against the hit points (by using the basic !attack or !quick options without stating the Guard as the target). If a fighter uses two offensive actions in the own turn and the first reduces the guard to zero, the second will be aimed at the hit points. Hit point loss are actual wounds that may not be recovered from during the fight, and will eventually lead to the death of one of the fighters. Depending on how much realism is aimed for, it may be helpful to describe any damage that does not reduce the hit points to 12 or below as superficial cuts and „flesh wounds“, and save the actual telling blows and deep wounds for those to follow: although 10 points of damage „not going to twelve“ are (technically) a substantial reduction of the stat, they still leave the fighter without any risk of being killed with the next blow while 5 points of damage „after 12“ lead to a situation where the next blow may be the last.
There is one GLARING error in the text when it comes to attacking hitpoints.
"When the Guard stat is reduced to zero or below, attacks go against the hit points (by using the basic !attack or !quick options without stating the Guard as the target)."
THIS IS NOT WORKING, I had not tested it properly back then :(
In order to attack the hitpoint, you have to use one of the following commands
!attack hitpoints (60% success chance; 2d6 damage; equal 2-12 damage with an average of 7)
!quick hitpoints (75 success chance; 2d3 damage; equals 2-6 damage with an average of 3 afaik)
I just commented on your story, but I wanted to know, are these commands custom? Is there a way to create custom attack commands with specific chances of success for each action? A very interesting system!
Nope, none of these commands are custom made be myself! I just work with the "tool box" this site offers. And, if you ask me, it is a GREAT toolbox to use! I am new to this place, but for this alone I love it already and I cannot wait till the "30 day period" is over that keeps me from donating some money in return for the service.
You will find a list of commands if you dig a little deeper into the "dice fighting forum" or in "ask the tech-guy". Feel free to shoot me questions via message system as well, if you like. I am a "game mechanic nut" myself, and will happily answer any questions towards the basics options here, if you have any. To the best of my knowledge, at least. I am new here, too ;)
1#Test result: REMOVE !QUICK as a command option
A few test runs showed me that I had a wrong assumption regarding the "!QUICK" command. Its "damage dice" cannot be modified, it seems they are "fixed" at 2d6. Thereby, do suggest NOT to use it in the current set of rules.
...I may have to think about something different....
#facepalmsmyself
Sorry! Just been told that quick dice is set to two dice, but those only produce results from 1-3.
Thereby, just ignore the "1d6" I wrote behind "quick" and use it as an action as intended (either against guard or hitpoints, depending on the situation)
Karla and her Gladiators
2022-09-11 16:48The following rules are for a scene where two evenly armed fighters meet in lethal, gladitorial one-on-one combat. This scene may be about gladiators in ancient room, modern gladiators in (likely: highly illegal) underground bouts, gang members facing off in a knife fight, a fencing duel etc.
THIS BASIC VERSION IS NOT SUITED WELL FOR FIGHTS WITH NET AND TRIDENT :
The basic assumption is that the fight is arranged for, starts on even terms with two armed but (largely) unarmored fighters facing in deadly melee.
= = =
SET COMMANDS for the start of the fight!set Hit Points 25
!set Guard Guard 10/25
ACTION COMMANDS for the fight itself
!recover guard 1d6
!attack guard (60% success chance; deals 2d6 damage)
!quick guard (75% success chance, deals 1d6 damage)
!attack (60% success chance; deals 2d6 damage)
!quick (75% success chance, deals 1d6 damage)
= = =
After the scene has been agreed upon and set, a !coin flip decides how goes first.
On the own turn, a fighter chooses the own approach for the turn, to be mechanically reflected by two Action Commands from the selection given above. It is legit to executed one Action Command twice instead of using tWo different ones.
First the active fighter describes the own move/approach in the form of an attempt. Then, the first Action Command of choice is executed, followed by the other and the turn ends. In case of a successful attack, the other play describes the impact of the effect on the own fighter first, otherwise how the attacks are dodged, blocked or deflected. The the fighters describes and executes the own actions, as explained above.
This goes back and forth till one fighter is reduced to zero hit points (the player describes the death scene of the own fighter then).
ATTACKS, GUARD and RECOVERY
#As long as the Guard stat of a fighter is above zero, all attacks must be aimed at the Guard stat to break it down and overcome it. The impact of a successful attack against the Guard stat that does not reduce it to zero should be described how the attacks are dodged, deflected or blocked BUT include how it puts the own fighter into trouble: how the blade was barely averted, an unintended step back or a brief stumbling, the shield arm going lower or how gabs open up in the own guard. An unsuccessful attack against the Guard stat may be described as one easily/skillfully parried or dodged. On the own turn, the own Guard may be raised using „!recover guard 1d6“ as an action (once or twice).
Each fighter thereby chooses each turn how much care is given to defense in the own fighting style (2 actions, 1 or none). Setting the Guard stat not to maxium at start is a design decision: a fighter may hold back at first or charge aggressively right from start according to the own choice of Action Commands.
#When the Guard stat is reduced to zero or below, attacks go against the hit points (by using the basic !attack or !quick options without stating the Guard as the target). If a fighter uses two offensive actions in the own turn and the first reduces the guard to zero, the second will be aimed at the hit points. Hit point loss are actual wounds that may not be recovered from during the fight, and will eventually lead to the death of one of the fighters. Depending on how much realism is aimed for, it may be helpful to describe any damage that does not reduce the hit points to 12 or below as superficial cuts and „flesh wounds“, and save the actual telling blows and deep wounds for those to follow: although 10 points of damage „not going to twelve“ are (technically) a substantial reduction of the stat, they still leave the fighter without any risk of being killed with the next blow while 5 points of damage „after 12“ lead to a situation where the next blow may be the last.
Karla and her Gladiators
2022-09-17 10:53(In reply to this)
There is one GLARING error in the text when it comes to attacking hitpoints.
"When the Guard stat is reduced to zero or below, attacks go against the hit points (by using the basic !attack or !quick options without stating the Guard as the target)."
THIS IS NOT WORKING, I had not tested it properly back then :(
In order to attack the hitpoint, you have to use one of the following commands
!attack hitpoints (60% success chance; 2d6 damage; equal 2-12 damage with an average of 7)
!quick hitpoints (75 success chance; 2d3 damage; equals 2-6 damage with an average of 3 afaik)
Joanna Louvier
2022-09-15 19:22(In reply to this)
I just commented on your story, but I wanted to know, are these commands custom? Is there a way to create custom attack commands with specific chances of success for each action? A very interesting system!
Karla and her Gladiators
2022-09-15 19:59(In reply to this)
Nope, none of these commands are custom made be myself! I just work with the "tool box" this site offers. And, if you ask me, it is a GREAT toolbox to use! I am new to this place, but for this alone I love it already and I cannot wait till the "30 day period" is over that keeps me from donating some money in return for the service.
You will find a list of commands if you dig a little deeper into the "dice fighting forum" or in "ask the tech-guy". Feel free to shoot me questions via message system as well, if you like. I am a "game mechanic nut" myself, and will happily answer any questions towards the basics options here, if you have any. To the best of my knowledge, at least. I am new here, too ;)
Joanna Louvier
2022-09-15 20:06(In reply to this)
Thanks for laying that all out! I appreciate it… and yeah, I’m a bit of a game mechanics but myself… a casual one, but still…
Flamae
2022-09-15 21:15(In reply to this)
Well Joanna, if you are keen to try the system out .... I would be happy to stab my sica right through your black heart 😘
Joanna Louvier
2022-09-15 21:38(In reply to this)
Hehe… I’ve had worse 😏
Was wondering where you’d run off to, killer… 💋😉
Flamae
2022-09-14 15:43(In reply to this)
I tried this and while simple it works quite well for sword 🗡 and shield 🛡 combat
Karla and her Gladiators
2022-09-14 11:44(In reply to this)
1#Test result: REMOVE !QUICK as a command option
A few test runs showed me that I had a wrong assumption regarding the "!QUICK" command. Its "damage dice" cannot be modified, it seems they are "fixed" at 2d6. Thereby, do suggest NOT to use it in the current set of rules.
...I may have to think about something different....
Karla and her Gladiators
2022-09-14 11:51(In reply to this)
#facepalmsmyself
Sorry! Just been told that quick dice is set to two dice, but those only produce results from 1-3.
Thereby, just ignore the "1d6" I wrote behind "quick" and use it as an action as intended (either against guard or hitpoints, depending on the situation)
Have fun!