I imagine you're trying to make this less complicated and shorter than some versions, and I like that. The only thing - since getting caught in a hold could be pretty punishing...what if you could sub one of the damage for !hold or !clinch - to lock the hold first before you do hold damage? So, you could say - throw an elbow with damage, and then instead of doing cock damage, use !hold and say...I wrap my arms around you and pull you into a tight bearhug...if it works, you could still do the damage - and then the opponent would have to escape. Just a thought. I'm thinking that a hold should be more difficult to lock than the attacks is all. Anyway. Everyone's a critic, I guess...but I do like this alternative for a quicker, freer match.
In theory, the match is back and forth so the hold would always be successfully applied and then opponent would have 50/50 chance of breaking free. The hold command is only 50/50 successful.
Dice match for those that what to battle it out taking and dishing out punishment to each other in a standup First to Cum gets KO'ed fight. HP can be increased or decreased based on weight of fighters or strength of body parts like abs in each fighters profile agreed upon before fight.
Commands:
!set hp 100/100
!set cock 50/50
!escape - 50/50 chance command used to break holds
!roll
Each fighter takes a turn with:
!damage
!damage cock 1d6
Match starts with !roll command. Highest roll gets to start fight.
Attacker describes what was thrown(Punches, kicks, knees) or hold applied. Do not need to use !clinch to put opponent in hold during turn. To escape hold, opponent must use !escape command. If can't escape, attacker gets another turn with both sets of damage commands until opponent gets a successful escape. Holds can include: arm around back, throat grab, bearhugs, pec holds, cock holds, as examples and others agreed upon by fighters.
If !damage rolled is 11 or 12 then fighter gets a bonus !damage and !damage cock 1d6 during their next turn.
For cock damage, both fighters start at 50 with cocks limp. As number drops it gets harder, once it reaches 25 its at full hard on and start to pre cum, as it gets to 0 it blows. Fighter who's cock is at 0 tries to put up a fight but is punch drunk and keeps taking damage until HP is at 0 and is KO'ed Every -10 cock pts during match it blows again.
Rudolfo Rossi
2021-02-22 09:01I need to give this a try...
Ian Struvinator
2021-02-21 15:46I imagine you're trying to make this less complicated and shorter than some versions, and I like that. The only thing - since getting caught in a hold could be pretty punishing...what if you could sub one of the damage for !hold or !clinch - to lock the hold first before you do hold damage? So, you could say - throw an elbow with damage, and then instead of doing cock damage, use !hold and say...I wrap my arms around you and pull you into a tight bearhug...if it works, you could still do the damage - and then the opponent would have to escape. Just a thought. I'm thinking that a hold should be more difficult to lock than the attacks is all. Anyway. Everyone's a critic, I guess...but I do like this alternative for a quicker, freer match.
Boxingtough
2021-02-22 12:39(In reply to this)
In theory, the match is back and forth so the hold would always be successfully applied and then opponent would have 50/50 chance of breaking free. The hold command is only 50/50 successful.
Boxingtough
2021-02-20 15:46Dice match for those that what to battle it out taking and dishing out punishment to each other in a standup First to Cum gets KO'ed fight. HP can be increased or decreased based on weight of fighters or strength of body parts like abs in each fighters profile agreed upon before fight.
Commands:
!set hp 100/100
!set cock 50/50
!escape - 50/50 chance command used to break holds
!roll
Each fighter takes a turn with:
!damage
!damage cock 1d6
Match starts with !roll command. Highest roll gets to start fight.
Attacker describes what was thrown(Punches, kicks, knees) or hold applied. Do not need to use !clinch to put opponent in hold during turn. To escape hold, opponent must use !escape command. If can't escape, attacker gets another turn with both sets of damage commands until opponent gets a successful escape. Holds can include: arm around back, throat grab, bearhugs, pec holds, cock holds, as examples and others agreed upon by fighters.
If !damage rolled is 11 or 12 then fighter gets a bonus !damage and !damage cock 1d6 during their next turn.
For cock damage, both fighters start at 50 with cocks limp. As number drops it gets harder, once it reaches 25 its at full hard on and start to pre cum, as it gets to 0 it blows. Fighter who's cock is at 0 tries to put up a fight but is punch drunk and keeps taking damage until HP is at 0 and is KO'ed Every -10 cock pts during match it blows again.
Good luck!