A hybrid between traditional cyber fighting and fight dice rules for boxing/kickboxing

Aine - Star of County Down (deleted member)

2020-04-18 13:03

A lot of people prefer the traditional method of Cyber Fighting over the fight dice system, saying that they don’t want their attacks being controlled by random dice. In the best traditional method, fighters attack using open posting, i.e. describing their attack as an attempt. The defender then describes the impact of their attack, or how they mediated the impact, or how they foiled the attack, along with a counter attack. The main point being that someone other than the attacker determines the outcome. For the fight dice system, the fight commands can be used to determine the outcome and severity of attacks, and below I describe some simple rules for boxing/kickboxing that is a hybrid between traditional open posting cyber and the fight dice system, taking the best from both methods. See below:

Simple Fight Dice Rules for BOXING or KICK BOXING:
Use !Set hp 100 to set your hit points to 100.
Attack your opponent by writing a good open post (means writing as an attempt) of a two punch combination. At the end of your post, Use !punch (x2) per turn (or a combination of !punch and !kick for kick boxing) to determine the outcome and severity of your punches (the system will automatically deduct your hits from your opponents hit points). The defender then describes how they successfully defended against the attack, partially mitigated the impact, or got totally hammered by the attack based on the outcome of the previous !punch (and/or !kick) commands. The defender also describes their counter attacks, and at the END of their turn, they use the attack commands and then END their turn. In this manner, it is always the defender who describes the impact of attacks.
In some instances a boxer may use a 3 punch combination on their turn:
a) Scoring a major blow with a score of 11 or 12 on your first two punches (or kicks) allows a third attack.
b) If both of your opponent’s punches (or kicks) on the preceding turn miss.
c) If a 25 hit point differential opens between the two fighters’ scores, then the leading fighter can commence with 3 punch combinations per turn, as long as the point differential exists.
NOTE: If rounds are being fought (suggest 15 turns per fighter constitutes a round), you can recover hit points using !recover (x3)
A fighter dropping below 0 points is either KO’d or has submitted.