Dungeon's and Dragons

David J (deleted member)

2022-10-10 22:22

I have a new fed up, currently under the wrong name "Dice Match Stat Blocks" - which was dumb. I also put is as a boys club, also dumb.

I'm going to ask if they can change it to "Punches n' Braggings" - while putting in ideas for classes, traits and status effects based on matchups.


Anna La Diabla Negra (deleted member)

2019-12-15 22:43

I’ve been finding that a lot of fighters are resistant to using the new system for determining the outcome of various types of attacks. They say silly things like they don’t want a machine determining if their punch lands….etc. I try to explain that you still need a great descriptive narrative to make a great cyber session, and that the random generator only determines whether your attack was a success, and what the impact was. The person on the receiving end can then respond accordingly as well. In my opinion, this is the only impartial and fair way to determine if an attack is successful, and it is a great system. I’ve put together a simplified version of the fight rules, in hopes that people will start fighting with the new system.

Each fighter starts with 100 points – and can obtain a knockout or submission when they reduce their opponents point score to 0. For housekeeping, each fighter tallies their opponents score at the end of their own turn.
SUBMISSION HOLDS:
!coin !flip is used to determine if your attempt to place a fighter in submission hold is successful (Heads – yes). If you are successful, use the !pain command to determine the amount of pain and damage caused to your rival.
The fighter locked in a submission hold then must use the !escape command, if you don’t escape, your opponent then uses the !pain command again on their next turn to inflict more damage………..
STRIKES: obviously use the !punch and for kicks use!kick (kick connects + severity)…

Wrestlers can obviously use the !flipcoin to determine outcomes of pins….etc…


Admin

2019-11-22 21:50

I was following this topic, and thought a few new dice options would make it more immersive!?
The new system also prevents 'cheating' as a dice result can't be copy&pasted or faked anymore. 100% random!
You can find all new commands here.


Braydon Kennedy

2020-02-28 19:49

(In reply to this)

I can’t find the commands,,,, need fun boxing ones!!


Boxito

2021-08-09 16:59

(In reply to this)

I know it's a year later but hope you have found them


Anna La Diabla Negra (deleted member)

2019-12-14 10:25

(In reply to this)

just realized the system is already active, looks good!


Anna La Diabla Negra (deleted member)

2019-12-14 10:16

(In reply to this)

This is really cool and I love it. Probably keeping things as simple as possible might entice more people to use the system. For example, rather than having special commands for punches/kicks/throws/pins/holds etc, just do /strike and then the random generator comes back with whether the attack is successful and the power level of the attack. The actual attache itself is described by the fighter, so no need to have special commands for each and every attack. So the out put would be: Y/1-10 or N/0. For example, Y/3 from a hook punch would land wherever the attacker said, but scores relatively little damage. Then you would need a special command to address escapes from holds, pins, clinches. It would be nice if the system could track scores as well, and possibly automatically record w/l/d on the fighter's profile and points, listing each fight separately.


The Tech

2019-12-14 14:36

(In reply to this)

Good Idea, maybe with the next dice update :)
I have the idea too, show the HP and attacks during a cyber-dice-fight.
That would be then a special private room or private chat, which has a separate layout to show the HP, attack power, and so one. This will come, but not any time soon. Probably after the group feature is in place.


Anna La Diabla Negra (deleted member)

2019-12-16 15:48

(In reply to this)

i'm finding it depressing that so few people have ever heard of the fight dice rules, or just think it's not worth bothering with. Would it be possible to launch a system wide advert to a least let people know about the new system? and maybe explain it's benefits?


(In reply to this)

Construilio y vendran chica 💋


Leah The Dragon Morgan

2019-12-12 12:42

(In reply to this)

These are really cool 😎 looking forward to trying them out

I have a couple of suggestions

!start generates a fighters hit points ideally linked somehow to their profile

!clinch to recover hit points

!throw what it says on the tin


Peter the bodybuilder

2019-11-22 22:34

(In reply to this)

Thank you! Much appreciated.


Leah The Dragon Morgan

2019-11-19 10:42

This looks really fun. A role play system deserves its own page maybe?


The Tech

2019-12-12 12:01

(In reply to this)

Soon-ish group functions will be implemented, I expect that some of you would form a role playing group?
That could be used as 'own' site. The group admin can make sure everyone in the groups followes the role playing system.


Peter the bodybuilder

2019-11-16 06:31

In my profile, I wrote some basic rules that can be used for a match. I copied them below.

1. Each fighter starts with 100 hit points (HP)
2. If a fighter goes to 0HP, he's knocked out. When a fighter has less than 0HP, he can regain and lose consciousness as the fight dictates.
3. If a fighter goes to -100HP, he dies.
4. If a fighter is knocked out, all hits that land become critical hits.
5. "!flip" to determine an outcome, ie hit (heads) or miss (tails), escape (heads) or remain grappled (tails), hold on (heads) or submit (tails), etc
6. Roll "!dice 3d6" for normal damage.
7. Roll "!dice 6d6" for critical damage from a power move like a power bomb, piledriver, finisher, etc.
8. If a fighter is trapped in a submission hold, he suffers 3d6 damage for each round that he's in the submission hold. If he's unconscious in the submission hold, he suffers 6d6 damage.
9. If a fighter is trapped in a submission hold, he must "!flip" to determine if he escapes or remains grappled.
10. If a fighter is still trapped in a submission hold for three rounds or more, he can no longer escape. Now he must "!flip" to determine if he holds on or submits.


Peter the bodybuilder

2019-11-18 22:47

(In reply to this)

I revised the rules to make it more difficult o escape pins and submissions using saving throws based on the fighter's current HP level. Also added a section for humiliation.

FIGHT RULES (rev 3)

1.0 HIT POINTS (HP)
1.1 Each fighter starts with 100 hit points.
1.2 If a fighter goes to 0HP, he's knocked out.
1.3 If a fighter goes to -100HP, he dies. The victor can choose how he wants to do this.
1.4 Critical attacks can be attempted once the opponent's HP is at 50 or less.

2.0 FIGHTING
2.1 Describe your attack and "!flip" to determine if the attack hits (heads) or misses (tails). If it hits, roll for damage. If you miss, your opponent can decide if he wants to allow your attack to succeed. This rule is called "Jobber's Prerogative".
2.2 For a regular damage, roll "!dice 3d6" to determine the damage dealt.
2.3 For a critical damage, roll "!dice 6d6" to determine the damage dealt.

3.0 PINS
3.1 If a fighter is pinned, he must make a saving throw to determine if he kicks out or gets pinned. Saving throws are made with a 1d20.
3.2 For every pin attempt, the pinned fighter gets two opportunities to succeed at a saving throw. The first after the count of one; the second after the count of two.
3.2 When a fighter's HP is between 100 and 50, he must roll 5 or more to kick out.
3.3 When a fighter's HP is between 49 and 1, he must roll 10 or more to kick out.
3.4 When a fighter's HP is between 0 and -50, he must roll 15 or more to kick out.
3.5 When a fighter's HP is between -51 and -100, he is automatically pinned.
3.6 A kick out is considered a bonus action. So if you succeed, you can attack your opponent if you want.

4.0 SUBMISSION HOLDS
4.1 If a fighter is trapped in a submission hold, he suffers 3d6 regular damage for each round that he's in the submission hold. If he's unconscious in the submission hold, he suffers 6d6 critical damage each round.
4.2 If a fighter is trapped in a submission hold, he must use 1d20 to make saving throws. A roll of 1 to 10 means he fails the saving throw. A roll of 11 to 20 means he succeeds. The opponent can also choose to let go of the grappled fighter.
4.3 Rolling a 1 is a critical fail and counts as two failed saving throws.
4.4 Rolling a 20 is a critical success and counts as two successful saving throws.
4.5 When the fighter's HP is between 100 and 50, he must make 1 successful saving throw to escape. if he fails three times, he submits.
4.6 When the fighter's HP is between 49 and 1, he must make 2 successful saving throws to escape. If he fails two times, he submits.
4.7 When the fighter's HP is between 0 and -50, he must make 3 successful saving throws to escape. If he fails one time, he submits.
4.8 When the fighter's HP is between -51 and -100, he automatically submits.
4.9 An escape is considered a bonus action. So if you succeed, you can attack your opponent if you want.

5.0 UNCONSCIOUS FIGHTERS
5.1 If a fighter is knocked out, all attacks become critical attacks, dealing 6d6 of critical damage.
5.2 If a fighter is knocked out, he must use 1d20 to make saving throws. A roll of 1 to 10 means he fails the saving throw. A roll of 11 to 20 means he succeeds. The opponent, can also choose to revive the unconcious fighter.
5.3 Rolling a 1 is a critical fail and counts as two failed saving throws.
5.4 Rolling a 20 is a critical success and counts as two successful saving throws.
5.5 When the fighter's HP is between 0 and -50, he must make two successful saving throws to regain consciousness.
5.6 When the fighter's HP is between -51 and -100, he must make three successful saving throws to regain consciousness.
5.7 If a fighter regains consciousness, he can be KOed again if he suffers at least 9 points of damage with a single attack.
5.8 Regaining consciousness is considered a bonuse action. So if you succeed, you can attack your opponent if you want.

6.0 HUMILIATION
6.1 For an erotic match, you can use the optional Cum Bar to force your opponent to cum up to four times.
6.2 The first orgasm occurs when you raise your opponents Cum Bar to 50 points; second at 75 points; third at 90 points; and fourth at 100 points.
6.3 You raise your opponents Cum Bar by humiliating him. Every time you humiliate him, roll 3d6. A humiliation can be performed as a bonus action once per round, but only if it logically flows into the action.
6.4 Humiliations include, but are not limited to, the following: ; stripping him; putting his body on display for an audience; rubbing your opponent's genitals; rubbing your genitals on your opponent; force feeding him your cock.
6.5 The following humiliations do both regular damage and humiliation: low blows; spanking; facesitting; penetrating him with fingers, cock or objects.


Peter the bodybuilder

2019-11-18 22:49

(In reply to this)

LIST OF CRITICAL ATTACKS
(This is not a complete list. If you'd like me to add an attack, please let me know and I'll consider it. However, you can use any attack as a critical in your own fight, of course. Critical attacks are generally power moves, high risk moves, stronger versions of weaker attacks. At this point, I don't consider submission holds to be critical attacks.)

Ace Crusher (Cutter or RKO)
Backbreaker (Bane style)
Blackhole slam (Bossman slam)
Bossman slam (Blackhole slam)
Brainbuster
Burning hammer
Chokeslam
Cutter (Ace Crusher or RKO)
DDT (strong version)
Death Valley Driver
F5
Flying attack (with opponent supine or prone on the ground)
Gorilla press slam
Muscle buster
Piledriver (any variation)
Powerbomb
Powerslam
RKO (Ace Crusher or Cutter)
Rock bottom (side slam)
Side slam (Rock bottom)
Stunner
Superkick (strong version)
Top rope attack (opponent thrown off the top rope)


Conrad Armarla (deleted member)

2019-12-11 23:33

(In reply to this)

This is amazing.


Peter the bodybuilder

2019-11-16 14:32

(In reply to this)

I updated the rules...

FIGHT RULES

1.0 HIT POINTS (HP)
1.1 Each fighter starts with 100 hit points.
1.2 If a fighter goes to 0HP, he's knocked out.
1.3 If a fighter goes to -100HP, he dies. The victor can choose how he wants to do this.
1.4 Critical attacks can be attempted once the opponent's HP is at 50 or less.

2.0 FIGHTING
2.1 Describe your attack and "!flip" to determine if the attack hits (heads) or misses (tails). If it hits, roll for damage. If you miss, your opponent can decide if he wants to allow your attack to succeed. This rule is called "Jobber's prerogative".
2.2 For a regular attack, roll "!dice 3d6" to determine the damage dealt.
2.3 For a critical attack, roll "!dice 6d6" to determine the damage dealt.

3.0 SUBMISSION HOLDS
3.1 If a fighter is trapped in a submission hold, he suffers 3d6 damage for each round that he's in the submission hold. If he's unconscious in the submission hold, he suffers 6d6 damage each round.
3.2 If a fighter is trapped in a submission hold, he must "!flip" to determine if he escapes (heads) or remains grappled (tails).
3.3 If a fighter is still trapped in a submission hold for three rounds or more, he can no longer escape (this means he has only two chances to escape). Now he must roll a "!dice 1d20" to determine if he submits or not. A roll of 1 to 10 means he submits. A roll of 11 to 20 means he holds on.

4.0 PINS
4.1 If a fighter is pinned, after each count up to three, he must roll a "!dice 1d20" to determine if he kicks out or not. A roll of 1 to 10 means he remains pinned. A roll of 11 to 20 means he kicks out of the pin. For a three count, he gets two chances to kick out.

5.0 UNCONSCIOUS FIGHTERS
5.1 If a fighter is knocked out, all hits that land become critical hits, dealing 6d6 of damage.
5.2 For each round, the fighter must roll "!dice 1d20" to determine if he remains unconscious or is revived. A roll of 1 to 10 means he remains KOed. A roll of 11 to 20 means he gains consciousness, and any damage dealt is now lowered to 3d6.

LIST OF CRITICAL ATTACKS
(This is not a complete list. If you'd like me to add an attack, please let me know and I'll consider it. However, you can use any attack as a critical in your own fight, of course. Critical attacks are generally power moves, high risk moves, stronger versions of weaker attacks. At this point, I don't consider submission holds to be critical attacks.)

Ace Crusher (Cutter or RKO)
Backbreaker (Bane style)
Blackhole slam (Bossman slam)
Bossman slam (Blackhole slam)
Brainbuster
Burning hammer
Chokeslam
Cutter (Ace Crusher or RKO)
DDT (strong version)
Death Valley Driver
F5
Flying attack (with opponent supine or prone on the ground)
Gorilla press slam
Muscle buster
Piledriver (any variation)
Powerbomb
Powerslam
RKO (Ace Crusher or Cutter)
Rock bottom (side slam)
Side slam (Rock bottom)
Stunner
Superkick (strong version)
Top rope attack (opponent thrown off the top rope)


MarkyMark

2019-11-18 06:42

(In reply to this)

Thank you for making this for us. This was incredibly fun!


Zac the muscle boy

2019-11-16 14:30

(In reply to this)

Cool rules.


Blaze Beraht

2019-11-16 12:19

(In reply to this)

Cool Rules.

And right up my alley too with there being a fight to the finish possibility.


Blaze Beraht

2019-11-14 22:09

If people are interested in other systems, I have a few games that don't need miniatures that might work well for fight/wrestling based things.

The one I've most been wanting to try is by Whitewolf/Onyx path. It's a d10 based system where you play as the children of gods. If any of you know Percy Jackson or American Gods, it's meant to play stories like those.


The Tech

2019-11-14 19:29

New !dice commands are added now:
You can specify the number and sides, e.g. !dice 3d10

Also, check the help page for more commands; in the chat click the yellow menu button then select 'Help'.


Blaze Beraht

2019-11-14 22:06

(In reply to this)

Wow! Thank you for your quick work


The Tech

2019-11-14 13:52

The planed group feature I want to implement would help to create and manage a D&D or any other roleplaying.

Long-time RolePlaying and modern Pen&Paper are planned for the site. But it was not finished as we launched in a rush.
Character sheets can then also support custom stats that are not specifically for fighting.
The group admin would decide how the character sheet looks, and what stats they offer. As well as providing some boundaries. (This is not final yet)
Groups would have they private or public chat rooms as well.
Until we can officially support that you can just add the stats in your description and start a book.
Later one we can transfer the books to your groups.

Another plan is to make the !dice command dynamic, i.e. !3x20d what would then throw 3 D20s.

As Shadow Wolf mentioned, speak up and get other people to ask for it too.

The order and priority in which I implement features are closely tight to the noice they create :)


Princesse Ludwyna

2019-11-04 15:34

It lacks magic in the stats.


Blaze Beraht

2019-11-04 01:37

With this site having a focus on fighting, would you be modifying from D&D style battles to 1v1 brawls?
Or would this be more of a forum based D&D game?


Conrad Armarla (deleted member)

2019-11-04 01:46

(In reply to this)

Honestly, I'm not sure yet. I think modifying to 1vs1, 2vs1 etc would make sense.

I've only just joined today, coming over from meetfighters, so I'm still feeling my away around.

I do like the idea of some kind of tavern fight club being set up, the kind where the winner can earn lots of money.

Still in just the basic ideas so any suggestions would be appreciated.


Blaze Beraht

2019-11-04 01:48

(In reply to this)

Well, guess it depends on if you want dice to decide outcomes or if you want it more story based with competitive fighting.

I’ve seen both work for fight based stories. Can’t remember links at the moment though.

Could alternate fight club with d&d adventures?
I’ve not really tried long form D&D, so you might know better on which is easier to organize.


Conrad Armarla (deleted member)

2019-11-04 01:52

(In reply to this)

I did notice that the dice has been added to the chats and I've done some roleplay as myself using dice in the past that works so well.

If you do find the links let me know. I'd love to see how others have done it.


Shadow Wolf (deleted member)

2019-11-13 06:02

(In reply to this)

For those with table-top gaming interests, I'm sure they would welcome the use of dice to determine things and do some adventure based stories. I don't think most on this site are into that or if they are that is not why they come to this site.

Still, this topic is a start. Those who are willing, speak up. Get people to commit to a day and time to meet and have someone (rotating basis) who wants to be the Storyteller/Dungeon Master. Not an easy task as any good DM will tell you.


Blaze Beraht

2019-11-13 12:03

(In reply to this)

getting a solid schedule together has been my bane as a DM, even when I try start off with a group of 5 to try and keep at least the guide recommended 3 min party, I still don't make it because of real life shifting schedules...

The one thing a DM can't plan around.

As to dicerolling, I thought the chat on here and back at MF both had dice rolling commands?


Shadow Wolf (deleted member)

2019-11-13 12:52

(In reply to this)

Yes, there is a 2D6 and a coin flip function. Beyond that I don't know. For a proper D&D game a variety of dice would be needed. I'm still new to the site but so far I haven't had anyone use them during a fight.

Even getting a close group of friends to commit to a regular gaming schedule is hard. Here, I expect it would be that much harder. Perhaps some one shot adventures? Set a time and go with who ever can make it.


Conrad Armarla (deleted member)

2019-11-04 01:15

Out of character. This hasn't come out as clearly as I want but I hope the point comes across. I've ported my favorite character from my Dungeon's and Dragons game and wondered if there were any other D&D players with there characters on here.

I also want to set up a long story telling rp thing that we make into a "book" here. I would like to places from Faerun and advantage of the lore. Is anyone up for that?