New Chat Update - HP-Bar! Type '!set' to get a quick-start ('!reset' will remove it again). Type ! for a full list of commands.
The system works out of the box, start with
!set
after that use the commands !punch, !kick !pain... as normal.
!reset if you're finished
Example Commands:
To activate the bar or change the value or name (you can have up to 8 (health)bars per character):
!set
!set 500
!set Arms
!set Chest 250/300
To remove the bar:
!reset
!reset [name]
!reset Arms
!reset Chest
To use it:
!punch
!punch Arms
!punch @ChracterB
!punch @ChracterB Arms
!punch @ChracterB Chest 3d12
This works also for the other commands:
!kick
!damage
!pain
If a mistake happens or you don't want any kind of randomness you can always use the !set command and specify the values directly:
!set 10
!set 10/200
!set Chest 250/300
!set Chest 230
!set Abs 50
!set @ChracterB Abs 50/100
You can add as many bars as you want, and chose they display name If all goes well this will be available end of next weekend in private and public chat rooms.
I hope that will enhance your role-playing experience. :)
After some playtesting feedback from Anna La Diabla Negra, Barbara Gordula and Princess Nesrine I have modified some of the rules around clinching, throws and fumbles. You should see 50% less fumbles now due to the introduction of an in-turn saving roll:
Chatzy fight dice rules 1.6
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Major changes v1.6
+ Introduced a saving coin flip (in turn) for fumbles to reduce the number of fumbles in matches by 50%
+ Clarified rule on critical damage from throws
+ Limited clinches to a maximum of the third turn of the clincher for fights with referees and five turns for fights without referees to prevent perpetual clinching while allowing clinching fighters an opportunity to recover
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Major changes v1.5
+ Changed critical hits from just 12 to 11 or 12, tripling the probability
+ Inserted a rule that damage from a throw cannot result in additional critical hit damage
+ Limited clinches to a maximum of the third turn of the clincher for fights with referees
+ Introduced a difference in damage for throws where a fighter chooses to remain standing and when she follows her opponent onto the canvas after she has thrown her
+ Changed damage rules for submissions
+ Inserted knockout rules for fighters on the ground who suffer critical hits
+ Added a scoring mechanism where a fight ends without one fighter being knocked out or submitting
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Major changes v1.4
+ Added rules for cumulative additional damage per turn from submission holds
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Major changes v1.3
+ Change to the calculation of hit points to be based on weight plus sum of strength statistics
+ Changed recovery mechanic to be based on starting hit points
+ Created the idea of a fumble where a fighter misses all of her attacks in a turn
+ Creates the concept of two levels in the fight: standing; or on the canvas and states that a fighter who is on the ground cannot attack one that is standing.
+ Created new rules for throws and changing position between the canvas and standing
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Standard commands in Chatfighters
Command Result Note used:
!flip = Flip the coin.... heads! 50/50 Chance
!punch = 50/50 chance if it hits, then calculates damage.
!kick = 50/50 chance if it hits, then calculates damage.
!escape = I struggle but fail to free myself. 50/50 Chance
!hold = You manage to break free of my hold. 50/50 Chance
!pain = You are in pain and lose ⚁ 2 + ⚄ 5 = 7 HP. Will always cause damage.
!damage = You take ⚂ 3 + ⚀ 1 = 4 HP damage. Will always cause damage.
The remainder of the rules are not specified by the Chatfighters system
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General rules
HIT POINTS - A fighter starts a bout with HIT POINTS equal to her weight plus the sum of all her strength characteristics (arms, abs, chest, legs, ass, etc.).
AUTOMATIC ENDING - A fighter with zero hit points or less is knocked out or their corner automatically throws in the towel to protect them ending the fight with them losing. A fighter can lose a fight with more than zero hit points due to a submission hold (see below).
ATTACKS - One attack/action per turn except punches and kicks, which are two each per turn (or one kick and one punch).
POSITION – Each fighter is either on the canvas, standing or moving between the two in each turn. A fighter can move automatically from the canvas to standing each turn, unless she is in a SUBMISSION HOLD in which case, she must successfully escape the SUBMISSION HOLD first (see special attacks below). A fighter moving from the canvas to standing (or vice versa) cannot attack in the turn in which she moves from the canvas to standing (or vice versa). A fighter who is on the canvas cannot attack a fighter who is standing, but a fighter who is standing can attack a fighter who is on the ground, unless she is being counted out by the referee after a CRITICAL HIT.
ATTACKS THAT AREN'T PUNCHES OR KICKS - You have to be in a position to feasibly execute the move (e.g. you can't throw someone if you both on the ground) and you have to flip a coin (!flip) and get heads to execute the move properly as a general rules. (THROWS, SUBMISSION HOLDS and GROUND & POUND are special attacks with specific rules with exceptions to the general statements in this section as shown below.)
FUMBLE – If you miss all of your attacks in a turn you have FUMBLED. Fighters who have FUMBLED and are standing can be automatically THROWN by their opponent in the next turn following yours (see below), unless they make a saving coin flip by rolling heads (!flip gets heads) in the same turn that they fumble. If a fighter does not elect or forgets to make a coin flip then a FUMBLE is automatic that turn.
DAMAGE - Most attacks do two six-sided dice of DAMAGE. DAMAGE is automatically calculated in !punch and !kick but otherwise use !flip to hit or not (heads indicates a hit) and !damage for DAMAGE. Special rules apply for CRITICAL HITS, THROWS and SUBMISSION HOLDS (see below). Some attacks have special attributes, e.g. THROWS put your opponent on the ground, while SUBMISSION HOLDS and GROUND & POUND attacks must be escaped before you can attack yourself. Any disagreements about whether an attack does damage is settled by a coin toss, with the attack causing damage if !flip comes up heads.)
CRITICAL HITS - Any roll of 11 or 12 from !damage, !punch or !kick is a critical hit which causes an additional two six-sided dice of damage (!damage). Damage resulting from a THROW which can cause a CRITCAL HIT but will not cause a knock down as with a !punch or !kick. With !punch and !kick a CRITICAL HIT also makes your opponent fall over if she isn't already on the ground and she has to flip a coin heads to get up (she has three chances, roughly equivalent to a ten count if her hit points are more than 50. If her hit points are less than 50, she has to flip a coin and get heads twice in succession (the two rolls being made in the same turn if the first coin flip is heads). If you punch or kick someone on the canvas the knock down rules don't apply, but you must still roll coin flips generating heads to remain conscious (!flip).
DOUBLE CRITICAL HIT - Getting a double 12 on the same turn is an automatic knock out; Fight Over!
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Special attacks
THROWS – A THROW moves your opponent from a standing position to the canvas and includes sweeps, trips and leg takedowns etc. A fighter successfully executing a THROW on her opponent may or may not choose to follow her opponent onto the canvas in the turn of the THROW. THROWS normally require a coin flip generating head (!flip) to be successful, unless your opponent has FUMBLED (see above, basically missed all of her attacks in the previous turn) in which case the THROW automatically succeeds since she is off balance. A THROW either generates 2 six-sided dice of damage ((!damage) if the fighter throwing her opponent chooses to remain standing when her opponent goes to the canvas or 4 six-sided dice of damage if the fighter throwing her opponent goes to the canvas with her opponent after a throw (!damage just twice) or the attacker can opt to try for a SUBMISSION HOLD or GROUND & POUND attack (see below) in the same turn at her choice (the latter two both require a further successful coin flip, see below). Damage resulting from a throw causes CRITICAL HITS but without any knock-outs being possible.
SUBMISSION HOLDS - SUBMISSION HOLDS can be applied while standing and on the canvas and do damage the first turn they are successfully put on using a coin toss coming up heads (!flip) and every single attacker’s turn they remain in place. Submission holds generate 10 hit points of damage in the first turn they are applied and this damage increases by 5 hit points of damage in the second turn and cumulatively every turn thereafter (i.e.15 hit points of damage in the second turn, 20 in the third turn, 25 in the fourth turn and 30 in the fifth turn). See ESCAPES below for escaping a SUBMISSION HOLD. If you do not escape a SUBMISSION HOLD five turn after it has been applied after suffering 100 hit points of damage from it you will automatically submit, if submissions are allowed.
GROUND & POUND - In order to get mount on a fighter on the ground flip a coin and get heads (!flip). Damage is given by two punches a turn (!punchx2). In order to escape GROUND & POUND a successful escape must be made (!escape). A fighter with 50 hit points or below needs to escape twice to escape (!escape successful twice in the same turn, with a second attempt in the same turn if the first! escape was successful.). See ESCAPES below for escaping a GROUND & POUND.
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Defensive manoeuvres
ESCAPING - Escaping a SUBMISSION HOLD, a GROUND & POUND or anything else generally requires flipping heads in a coin toss (!flip). If a fighter has 50 hit points or less the coin flip must be done twice in succession with the second coin toss happening in the same turn as the first successful one A fighter ESCAPING can attack as normal in the same turn or choose move from the canvas to a standing position in that turn (see above).
CLINCHING - A fighter can opt to CLINCH in a round instead of attack whether standing or on the canvas. A CLINCH succeeds automatically in any turn unless a fighter is caught in a SUBMISSION HOLD, in which case she must escape the SUBMISSION HOLD (see above) before CLINCHING. A fighter initiating a CLINCH recovers two six-sided dice of hit points for each turn the CLINCH continues. The fighter receiving the CLINCH recovers no hit points and cannot attack until the CLINCH is broken. Breaking a CLINCH requires flipping heads on a coin toss (!flip). If a fighter has 50 hit points or less then the fighter looking to break the CLINCH has to flip a coin and get heads twice in the same turn to break the CLINCH (Simply do another coin flip after the first one generates heads in the same turn.). In fights with referees CLINCHES are automatically ended after three turns of the fighter commencing the clinch and both fighters restart standing on her opponents turn, regardless of whether they were standing or not during the CLINCH. In fights without referees CLINCHES do not generate additional hit point recovery more than five turns after the fighter commencing the clinch started the clinch.
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Additional rules
ROUNDS (optional) - Rounds are typically 15 turns each to reflect ten seconds each of a five-minute round, roughly. At the end of a round in the break each fighter recovers 25% of her starting hit points hit points (see above
DISPUTES - Any disputes on the correct application of the rules are settled by a coin toss if all else fails. The dispute is decided in favour of the original poster and not the challenger if !flip generates heads.
JUDGES DECISION – In the event an organized fight ends without one fighter being knocked out or submitting, then the winner will be fighter with the largest number of hit points at the end of the fight.
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Here is the latest version of the fight dice rules to be used in the upcoming Womens' Championship Title Bout (announcement about that coming shortly). A special thanks to everyone who play tested the last version and contributed comments, including:
Chatzy fight dice rules 1.5
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Major changes v1.5
+ Changed critical hits from just 12 to 11 or 12, tripling the probability
+ Inserted a rule that damage from a throw cannot result in additional critical hit damage
+ Limited clinches to a maximum of the third turn of the clincher for fights with referees
+ Introduced a difference in damage for throws where a fighter chooses to remain standing and when she follows her opponent onto the canvas after she has thrown her
+ Changed damage rules for submissions
+ Inserted knockout rules for fighters on the ground who suffer critical hits
+ Added a scoring mechanism where a fight ends without one fighter being knocked out or submitting
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Major changes v1.4
+ Added rules for cumulative additional damage per turn from submission holds
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Major changes v1.3
+ Change to the calculation of hit points to be based on weight plus sum of strength statistics
+ Changed recovery mechanic to be based on starting hit points
+ Created the idea of a fumble where a fighter misses all of her attacks in a turn
+ Creates the concept of two levels in the fight: standing; or on the canvas and states that a fighter who is on the ground cannot attack one that is standing.
+ Created new rules for throws and changing position between the canvas and standing
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Standard commands in Chatfighters
Command Result Note used:
!flip = Flip the coin.... heads! 50/50 Chance
!punch = 50/50 chance if it hits, then calculates damage.
!kick = 50/50 chance if it hits, then calculates damage.
!escape = I struggle but fail to free myself. 50/50 Chance
!hold = You manage to break free of my hold. 50/50 Chance
!pain = You are in pain and lose ⚁ 2 + ⚄ 5 = 7 HP. Will always cause damage.
!damage = You take ⚂ 3 + ⚀ 1 = 4 HP damage. Will always cause damage.
The remainder of the rules are not specified by the Chatfighters system
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General rules
HIT POINTS - A fighter starts a bout with HIT POINTS equal to her weight plus the sum of all her strength characteristics (arms, abs, chest, legs, ass, etc.).
AUTOMATIC ENDING - A fighter with zero hit points or less is knocked out or their corner automatically throws in the towel to protect them ending the fight with them losing. A fighter can lose a fight with more than zero hit points due to a submission hold (see below).
ATTACKS - One attack/action per turn except punches and kicks, which are two each per turn (or one kick and one punch).
POSITION – Each fighter is either on the canvas, standing or moving between the two in each turn. A fighter can move automatically from the canvas to standing each turn, unless she is in a SUBMISSION HOLD in which case, she must successfully escape the SUBMISSION HOLD first (see special attacks below). A fighter moving from the canvas to standing (or vice versa) cannot attack in the turn in which she moves from the canvas to standing (or vice versa). A fighter who is on the canvas cannot attack a fighter who is standing, but a fighter who is standing can attack a fighter who is on the ground, unless she is being counted out by the referee after a CRITICAL HIT.
ATTACKS THAT AREN'T PUNCHES OR KICKS - You have to be in a position to feasibly execute the move (e.g. you can't throw someone if you both on the ground) and you have to flip a coin (!flip) and get heads to execute the move properly as a general rules. (THROWS, SUBMISSION HOLDS and GROUND & POUND are special attacks with specific rules with exceptions to the general statements in this section as shown below.)
FUMBLE – If you miss all of your attacks in a turn you have FUMBLED. Fighters who have FUMBLED and are standing can be automatically THROWN by their opponent in the next turn following yours (see below).
DAMAGE - Most attacks do two six-sided dice of DAMAGE. DAMAGE is automatically calculated in !punch and !kick but otherwise use !flip to hit or not (heads indicates a hit) and !damage for DAMAGE. Special rules apply for CRITICAL HITS, THROWS and SUBMISSION HOLDS (see below). Some attacks have special attributes, e.g. THROWS put your opponent on the ground, while SUBMISSION HOLDS and GROUND & POUND attacks must be escaped before you can attack yourself. Any disagreements about whether an attack does damage is settled by a coin toss, with the attack causing damage if !flip comes up heads.)
CRITICAL HITS - Any roll of 11 or 12 from !damage, !punch or !kick is a critical hit which causes an additional two six-sided dice of damage (!damage), except for damage resulting from a THROW which cannot cause a CRITCAL HIT. With !punch and !kick a CRITICAL HIT also makes your opponent fall over if she isn't already on the ground and she has to flip a coin heads to get up (she has three chances, roughly equivalent to a ten count if her hit points are more than 50. If her hit points are less than 50, she has to flip a coin and get heads twice in succession (the two rolls being made in the same turn if the first coin flip is heads). If you punch or kick someone on the canvas the knock down rules don't apply, but you must still roll coin flips generating heads to remain conscious (!flip).
DOUBLE CRITICAL HIT - Getting a double 12 on the same turn is an automatic knock out; Fight Over!
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Special attacks
THROWS – A THROW moves your opponent from a standing position to the canvas and includes sweeps, trips and leg takedowns etc. A fighter successfully executing a THROW on her opponent may or may not choose to follow her opponent onto the canvas in the turn of the THROW. THROWS normally require a coin flip generating head (!flip) to be successful, unless your opponent has FUMBLED (see above, basically missed all of her attacks in the previous turn) in which case the THROW automatically succeeds since she is off balance. A THROW either generates 2 six-sided dice of damage ((!damage) if the fighter throwing her opponent chooses to remain standing when her opponent goes to the canvas or 4 six-sided dice of damage if the fighter throwing her opponent goes to the canvas with her opponent after a throw (!damage just twice) or the attacker can opt to try for a SUBMISSION HOLD or GROUND & POUND attack (see below) in the same turn at her choice (the latter two both require a further successful coin flip, see below). However, no damage resulting from a throw causes CRITICAL HITS.
SUBMISSION HOLDS - SUBMISSION HOLDS can be applied while standing and on the canvas and do damage the first turn they are successfully put on using a coin toss coming up heads (!flip) and every single attacker’s turn they remain in place. Submission holds generate 10 hit points of damage in the first turn they are applied and this damage increases by 5 hit points of damage in the second turn and cumulatively every turn thereafter (i.e.15 hit points of damage in the second turn, 20 in the third turn, 25 in the fourth turn and 30 in the fifth turn). See ESCAPES below for escaping a SUBMISSION HOLD. If you do not escape a SUBMISSION HOLD five turn after it has been applied after suffering 100 hit points of damage from it you will automatically submit, if submissions are allowed.
GROUND & POUND - In order to get mount on a fighter on the ground flip a coin and get heads (!flip). Damage is given by two punches a turn (!punchx2). In order to escape GROUND & POUND a successful escape must be made (!escape). A fighter with 50 hit points or below needs to escape twice to escape (!escape successful twice in the same turn, with a second attempt in the same turn if the first! escape was successful.). See ESCAPES below for escaping a GROUND & POUND.
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Defensive manoeuvres
ESCAPING - Escaping a SUBMISSION HOLD, a GROUND & POUND or anything else generally requires flipping heads in a coin toss (!flip). If a fighter has 50 hit points or less the coin flip must be done twice in succession with the second coin toss happening in the same turn as the first successful one A fighter ESCAPING can attack as normal in the same turn or choose move from the canvas to a standing position in that turn (see above).
CLINCHING - A fighter can opt to CLINCH in a round instead of attack whether standing or on the canvas. A CLINCH succeeds automatically in any turn unless a fighter is caught in a SUBMISSION HOLD, in which case she must escape the SUBMISSION HOLD (see above) before CLINCHING. A fighter initiating a CLINCH recovers two six-sided dice of hit points for each turn the CLINCH continues. The fighter receiving the CLINCH recovers no hit points and cannot attack until the CLINCH is broken. Breaking a CLINCH requires flipping heads on a coin toss (!flip). If a fighter has 50 hit points or less then the fighter looking to break the CLINCH has to flip a coin and get heads twice in the same turn to break the CLINCH (Simply do another coin flip after the first one generates heads in the same turn.). In fights with referees CLINCHES are automatically ended after three turns of the fighter commencing the clinch and both fighters restart standing on her opponents turn, regardless of whether they were standing or not during the CLINCH.
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Additional rules
ROUNDS (optional) - Rounds are typically 15 turns each to reflect ten seconds each of a five-minute round, roughly. At the end of a round in the break each fighter recovers 25% of her starting hit points hit points (see above
DISPUTES - Any disputes on the correct application of the rules are settled by a coin toss if all else fails. The dispute is decided in favour of the original poster and not the challenger if !flip generates heads.
JUDGES DECISION – In the event an organized fight ends without one fighter being knocked out or submitting, then the winner will be fighter with the largest number of hit points at the end of the fight.
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This is a fantastic set of rules, that allow for fighters to fight under realistic conditions and to use a variety of strategies to win. Good writing is still essential, and indeed makes the fight more real, and enjoyable. Using the fight dice system makes the fight somewhat unpredictable and more exciting. Luck plays a role, but making strategic choices at the right time also wins fights! Using this system, both fighters fight to win, and there is no need for either fighter to play the role of a jobber. A big thanks to everyone who has participated in the development!
After much play testing by a whole bunch of people (shout out to Aine Tre Baine, AnnaBoxer, Charlotte, Patricia Reyes, SabineKickBox and Sarah Davis) here are the new improved Chatzy dice fighting rules:
Chatzy fight dice rules 1.4
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Major changes v1.4
+ Added rules for cumulative additional damage per turn from submission holds
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Major changes v1.3
+ Change to the calculation of hit points to be based on weight plus sum of strength statistics
+ Changed recovery mechanic to be based on starting hit points
+ Created the idea of a fumble where a fighter misses all of her attacks in a turn
+ Creates the concept of two levels in the fight: standing; or on the canvas and states that a fighter who is on the ground cannot attack one that is standing.
+ Created new rules for throws and changing position between the canvas and standing
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Standard commands in Chatfighters
Command Result Note used:
!flip = Flip the coin.... heads! 50/50 Chance
!punch = 50/50 chance if it hits, then calculates damage.
!kick = 50/50 chance if it hits, then calculates damage.
!escape = I struggle but fail to free myself. 50/50 Chance
!hold = You manage to break free of my hold. 50/50 Chance
!pain = You are in pain and lose ⚁ 2 + ⚄ 5 = 7 HP. Will always cause damage.
!damage = You take ⚂ 3 + ⚀ 1 = 4 HP damage. Will always cause damage.
The remainder of the rules are not specified by the Chatfighters system
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General rules
HIT POINTS - A fighter starts a bout with HIT POINTS equal to her weight plus the sum of all her strength characteristics (arms, abs, chest, legs, ass, etc.).
AUTOMATIC ENDING - A fighter with zero hit points or less is knocked out or their corner automatically throws in the towel to protect them ending the fight with them losing. A fighter can lose a fight with more than zero hit points due to a submission hold (see below).
ATTACKS - One attack/action per turn except punches and kicks, which are two each per turn (or one kick and one punch).
POSITION – Each fighter is either on the canvas, standing or moving between the two in each turn. A fighter can move automatically from the canvas to standing each turn, unless she is in a SUBMISSION HOLD in which case, she must successfully escape the SUBMISSION HOLD first (see special attacks below). A fighter moving from the canvas to standing (or vice versa) cannot attack in the turn in which she moves from the canvas to standing (or vice versa). A fighter who is on the canvas cannot attack a fighter who is standing, but a fighter who is standing can attack a fighter who is on the ground, unless she is being counted out by the referee after a CRITICAL HIT.
ATTACKS THAT AREN'T PUNCHES OR KICKS - You have to be in a position to feasibly execute the move (e.g. you can't throw someone if you both on the ground) and you have to flip a coin (!flip) and get heads to execute the move properly as a general rules. (THROWS, SUBMISSION HOLDS and GROUND & POUND are special attacks with specific rules with exceptions to the general statements in this section as shown below.)
FUMBLE – If you miss all of your attacks in a turn you have FUMBLED. Fighters who have FUMBLED and are standing can be automatically THROWN by their opponent in the next turn following yours (see below).
DAMAGE - Most attacks do two six-sided dice of DAMAGE. DAMAGE is automatically calculated in !punch and !kick but otherwise use !flip to hit or not (heads indicates a hit) and !damage for DAMAGE. Special rules apply for CRITICAL HITS, THROWS and SUBMISSION HOLDS (see below). Some attacks have special attributes, e.g. THROWS put your opponent on the ground, while SUBMISSION HOLDS and GROUND & POUND attacks must be escaped before you can attack yourself. Any disagreements about whether an attack does damage is settled by a coin toss, with the attack causing damage if !flip comes up heads.)
CRITICAL HITS - Any roll of 12 from !damage, !punch or !kick is a critical hit which causes an additional two six-sided dice of damage (!damage). With !punch and !kick a CRITICAL HIT also makes your opponent fall over if she isn't already on the ground and she has to flip a coin heads to get up (she has three chances, roughly equivalent to a ten count if her hit points are more than 50. If her hit points are less than 50, she has to flip a coin and get heads twice in succession (the two rolls being made in the same turn if the first coin flip is heads). If you punch or kick someone on the canvas the knock down rules don't apply.
DOUBLE CRITICAL HIT - Getting a double 12 on the same turn is an automatic knock out; Fight Over!
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Special attacks
THROWS – A THROW moves your opponent from a standing position to the canvas and includes sweeps, trips and leg takedowns etc. A fighter successfully executing a THROW on her opponent may or may not choose to follow her opponent onto the canvas in the turn of the THROW. THROWS normally require a coin flip generating head (!flip) to be successful, unless your opponent has FUMBLED (see above, basically missed all of her attacks in the previous turn) in which case the THROW automatically succeeds since she is off balance. A throw either generates 2 six-sided dice of damage ((1damage) or the attacker can opt to try for a SUBMISSION HOLD or GROUND & POUND attack (see below) in the same turn at her choice (the latter two both require a further successful coin flip, see below).
SUBMISSION HOLDS - SUBMISSION HOLDS can be applied while standing and on the canvas and do damage the first turn they are successfully put on using a coin toss coming up heads (!flip) and every single attacker’s turn they remain in place (use !pain to determine damage). In each turn the attacker can flip a coin (!flip) and if the roll comes up heads the amount of damage dealt in that turn is permanently increased by two six sided dice (i.e. another !damage).See ESCAPES below for escaping a SUBMISSION HOLD.
GROUND & POUND - In order to get mount on a fighter on the ground flip a coin and get heads (!flip). Damage is given by two punches a turn (!punchx2). In order to escape GROUND & POUND a successful escape must be made (!escape). A fighter with 50 hit points or below needs to escape twice to escape (!escape successful twice in the same turn, with a second attempt in the same turn if the first! escape was successful.). See ESCAPES below for escaping a GROUND & POUND.
ESCAPING - Escaping a SUBMISSION HOLD, a GROUND & POUND or anything else generally requires flipping heads in a coin toss (!flip). If a fighter has 50 hit points or less the coin flip must be done twice in succession with the second coin toss happening in the same turn as the first successful one A fighter ESCAPING can attack as normal in the same turn or choose move from the canvas to a standing position in that turn (see above).
CLINCHING - A fighter can opt to CLINCH in a round instead of attack whether standing or on the canvas. A CLINCH succeeds automatically in any turn unless a fighter is caught in a SUBMISSION HOLD, in which case she must escape the SUBMISSION HOLD (see above) before CLINCHING. A fighter initiating a CLINCH recovers two six-sided dice of hit points for each turn the CLINCH continues. The fighter receiving the CLINCH recovers no hit points and cannot attack until the CLINCH is broken. Breaking a CLINCH requires flipping heads on a coin toss (!flip). If a fighter has 50 hit points or less then the fighter looking to break the CLINCH has to flip a coin and get heads twice in the same turn to break the CLINCH (Simply do another coin flip after the first one generates heads in the same turn.)
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Additional rules
ROUNDS (optional) - Rounds are typically 15 turns each to reflect ten seconds each of a five-minute round, roughly. At the end of a round in the break each fighter recovers 25% of her starting hit points hit points (see above
DISPUTES - Any disputes on the correct application of the rules are settled by a coin toss if all else fails. The dispute is decided in favour of the original poster and not the challenger if !flip generates heads.
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Well the tournament went ahead with four contestants: - AnnaBoxer - Moi - Charlotte - SabinekickBox After a series of Brutal bouts Charlotte and Sabine were eliminated leaving AnnaBoxer and I to fight for the title I knocked out AnnaBoxer to become the inaugural and wholly unofficial Chatdighters Women's MMA Champion Almost all of the fights are or will be in the story section shortly
Adrian Drake (deleted member)
2019-12-08 15:35
I do like the idea of using dice rolls to determine a match, so if anyone is interested, please write to me and we hit it into the ring. ;)
Hit points - Each fighter starts with 100 hit points. A fighter with under 50 hit points is hurt (see below for consequences). A fighter with zero hit points is knocked out.
Rounds - Rounds last five minutes. Each "yt" last ten seconds, so 15 yt's per round each. There are usually three rounds in a fight.
Fighting - Each fighter rolls a ten sided dice for damage each turn/yt (/rolldie 10) for a regular attack like a punch, forearm, a kick or a throw. Rolling a "10" is a critical hit. Roll a ten sided dice again for more damage, yummy (/rolldie 10, again).
Knockdowns from critical hits - Any fighter suffering a critical hit has to flip a coin to stay up (heads to stay up, the command is /flipcoin) if they were kicked or punched etc. Fighters get the following number of chances to get up based on their hit points: above 50 - three chances; below 50 - two chances; and below zero - one chance. Knockdowns when thrown are automatic.
Submissions - You can put your opponent in a submission hold in any turn instead of a regular attack by flipping a coin and getting heads (/flipcoin) instead of a regular attack. A submission hold does 10 hit points damage a turn automatically until released, including the turn the submission starts.
Clinching - When both fighters are standing a fighter can opt to clinch her opponent and grab her to stop her attacking. To clinch a fighter has to flip a coin and roll heads (/flipcoin). A fighter initiating a clinch will recover hit points each round while both fighters are clinched. The fighter who is clinched does not recover hit points and can't attack until she escapes.
Pins - When your opponent is on the floor you can pin her by flipping a coin and getting heads (/flipcoin) instead of a regular attack. Opponents remain pinned until they escape and cannot attack but can only attempt to escape the pin. A pin does not do damage but you can be counted out, see below.
Escaping submissions and clinches - A fighter over 50 hit points needs to flip a coin to heads once to escape a submission or clinch. A fighter under 50 hit points needs to flip a coin and get heads twice to escpae (/flipcoin).
Escaping a pin - A fighter over 50 hit points needs to flip a coin to heads once to escape a submission or clinch. A fighter under 50 hit points needs to flip a coin and get heads twice to escpae (/flipcoin). There is one escape attempt per second of counting. Pins may be to a three, five or ten count.
Recovering while on the ground pinned or in a clinch - When pinned the pinned wrestler recovers up to ten hit points per round (/rolldie 10). A fighter initiating a clinch recovers up to ten hit points per round (/rolldie 10). In a clinch the fighter starting the clinch recovers hit points, but from a pin the fighter being pinned recovers hit points.
Between rounds - Between rounds each fighte recovers a thirty sided dice worth of hit points between rounds (/rolldie 30).
1.0 HIT POINTS (HP)
1.1 Each fighter starts with 50HP.
1.2 If a fighter goes to 0HP, he's knocked out.
1.3 If a fighter goes to -50HP, he dies. The victor can choose how he wants to do this.
2.0 ACTIONS
2.1 During each round, each fighter can attempt to do one of seven types of actions:
(1) Normal Attack;
(2) Critical Attack;
(3) Escape a Pin;
(4) Escape a Submission;
(5) Stand after a knockdown;
(6) Regain Consciousness;
(7) Forfeit your turn.
3.0 STRIKING
3.1 Weak strikes: Weak strikes are free to do but do no damage. They're used to set up opponents for normal or critical attacks. Examples of weak strikes include jabs, kicks, chops, forearm smashes, etc.
3.2 Strong strikes: Strong strikes count as normal attacks and are used to do damage and/or knockdown an opponent. Examples of strong strikes include clotheslines, drop kicks, a flurry of strikes, etc.
3.3 Critical strikes: Critical strikes count as critical attacks and are used to try to end a match. Examples of critical strikes include the super kick, spear, Superman punch, heart punch, martial arts strikes, etc.
4.0 NORMAL ATTACK
4.1 To attempt a normal attack, flip a coin using the "!flip" command:
(1) Heads is a hit;
(2) Tails is a miss.
4.2 If you hit, roll "!dice 3d6" to determine the damage dealt. An alternate command is "!damage 3d6".
4.3 If you miss, your turn ends. However, your opponent can decide to allow your attack to succeed. This rule is called "Jobber's Prerogative".
4.4 If you miss and crash into the turnbuckles, steel post, canvas, etc, you must roll "!dice 3d6" damage on yourself.
4.5 The alternate commands "!punch 3d6" and "!kick 3d6" combine the "!flip" and "!dice 3d6/!damage 3d6" commands.
5.0 CRITICAL ATTACK
5.1 To attempt a critical attack, you must first let your opponent know and then roll "!dice 1d20" to determine success or failure, instead of flipping the coin.
5.2 To succeed with a critical attack, if your opponent's HP is between:
(1) 50 and 1, you must roll 15+;
(2) 0 and -50, you must roll 10+.
5.3 If you hit, roll "!dice 6d6" to determine the damage dealt. An alternate command is "!damage 6d6". You also earn a bonus action.
5.4 If you miss, your turn ends. However, your opponent can decide to allow your attack to succeed. This rule is called "Jobber's Prerogative".
5.5 If you miss and crash into the turnbuckles, steel post, canvas, etc, you must roll "!dice 3d6" damage on yourself.
6.0 BONUS ACTIONS
6.1 You earn a bonus action by successfully executing a critical attack. You can use your bonus action to do the following:
(1) Perform a normal attack, which automatically succeeds;
(2) Attempt another critical attack, which you must roll for;
(3) Pin your opponent.
7.0 SAVING THROWS
7.1 Saving throws are made using the coin.
(1) Heads is a successful saving throw,
(2) Tails is a failed saving throw.
8.0 PINS
8.1 If your fighter is pinned, on your turn you get two attempts to kick out by making saving throws.
8.3 If you make at least one successful saving throw, you kick out. You can also flip to attempt a bonus normal attack.
8.3 If you make two failed saving throws, you're pinned and lose the match.
9.0 SUBMISSIONS
9.1 If your fighter is trapped in a submission hold, he suffers 3d6 regular damage for each round that he's in the submission hold.
9.2 If your fighter is trapped in a submission hold, you must make saving throws.
9.3 When your fighter's HP is between:
(1) 50 and 1, one success=escape, three fails=submit;
(2) 0 and -50, two successes=escape, two fails=submit.
9.4 If you succeed in escaping, you can flip to attempt a bonus normal attack.
9.5 If you fail to escape, you submit and lose the match.
9.6 The fighter applying the submission hold can also decide to let go.
9.7 To determine damage for successive rounds, you can use the alternate command "!damage 3d6".
10.0 KNOCKDOWNS
10.1 If you start your turn after being knocked down, you must use your action to try to stand up and roll "!dice 1d20".
10.2 To succeed in standing up from a knockdown, when your fighter's HP is between:
(1) 50 and 1, you must roll 5+;
(2) 0 and -50, you must roll 10+.
10.3 If you succeed in standing up, you can flip to attempt a bonus normal attack.
10.4 If you fail, your turn ends and you stay knocked down.
11.0 KNOCKOUTS
11.1 If your fighter is knocked out, he cannot escape a pin or a submission hold. He also can't defend himself, so all attacks automatically succeed.
11.2 If your fighter is knocked out, you must use your action to try to regain consciousness and roll "!dice 1d20".
11.3 When your fighter's HP is between
(1) 0 and -50, you must roll 10+.
11.4 If you succeed in regaining consciousness, you can flip to attempt a bonus normal attack.
11.5 If you fail, your turn ends and you stay knocked out.
11.6 The conscious fighter can also decide to revive the knocked out fighter.
11.7 After being knocked out once, your fighter can be knocked out again if your opponent performs a successful critical attack.
12.0 HUMILIATION
12.1 For an erotic match, you can use the optional Arousal Point system to force your opponent to cum at every increment of 25 Arousal Points (AP).
12.2 You raise your opponent's AP by humiliating him. Every time you humiliate him, roll "!dice 3d6". A humiliation can be performed as a free action once per round, but only if it logically flows into the action.
12.3 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.
12.4 The following humiliations do both normal damage and humiliation: low blows; spanking; face sitting; penetrating him with fingers, cock or objects.
LIST OF CRITICAL ATTACKS
(This is not a complete list. You can use any attack as a critical in your own fight. Critical attacks are generally power moves, high risk moves or stronger versions of weaker attacks.)
Ace Crusher (Cutter or RKO)
Backbreaker (Bane style)
Black hole slam (Bossman slam)
Bossman slam (Black hole slam)
Brainbuster
Burning hammer
Choke slam
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
Critical strike
Top rope attack (opponent thrown off the top rope)
Table: Summary of Dice Fight Rules
Situation
Your HP Level
.
50~1
0~-50
Normal Attack: Flip coin
H=hit,T=miss
H=hit,T=miss
Pin: # of successes to kick out/# of fails to be pinned
1S,2F
1S,2F
Submission: # of successes to escape/# of fails to submit
1.0 HIT POINTS (HP)
1.1 Each fighter starts with 100HP.
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.
2.0 ACTIONS
2.1 During each round, each fighter can attempt to do one of seven types of actions:
(1) Normal Attack;
(2) Critical Attack;
(3) Escape a Pin;
(4) Escape a Submission;
(5) Stand after a knockdown;
(6) Regain Consciousness;
(7) Forfeit your turn.
3.0 STRIKING
3.1 Weak strikes: Weak strikes are free to do but do no damage. They're used to set up opponents for normal or critical attacks. Examples of weak strikes include jabs, kicks, chops, forearm smashes, etc.
3.2 Strong strikes: Strong strikes count as normal attacks and are used to do damage and/or knockdown an opponent. Examples of strong strikes include clotheslines, drop kicks, a flurry of strikes, etc.
3.3 Critical strikes: Critical strikes count as critical attacks and are used to try to end a match. Examples of critical strikes include the super kick, spear, superman punch, heart punch, martial arts strikes, etc.
4.0 NORMAL ATTACK
4.1 Describe your attack and "!flip" a coin:
(1) Heads is a hit;
(2) Tails is a miss.
4.2 If you hit, roll "!dice 3d6" to determine the damage dealt.
4.3 If you miss, your turn ends. However, your opponent can decide to allow your attack to succeed. This rule is called "Jobber's Prerogative".
5.0 CRITICAL ATTACK
5.1 You must let your opponent know that you're attempting a critical attack and roll "!dice 1d20" to determine success or failure, instead of flipping the coin.
5.2 To succeed with a critical attack, if your opponent's HP is between:
(1) 100 and 51 - you must roll 15+;
(2) 50 and -50 - you must roll 10+;
(3) -51 and -99 - you must roll 5+.
5.3 For a critical attack, roll "!dice 6d6" to determine the damage dealt.
5.4 If you successfully execute a critical attack, you earn a bonus action.
6.0 BONUS ACTIONS
6.1 You earn a bonus action by successfully executing a critical attack. You can use your bonus action to do the following:
(1) Perform a normal attack, which automatically succeeds;
(2) Attempt another critical attack, which you must roll for;
(3) Pin your opponent.
7.0 PINS
7.1 If your fighter is pinned, you must roll "!dice 1d20" to attempt to kick out.
7.2 For every pin attempt, the pinned fighter gets two attempts to kick out.
7.3 To succeed in kicking out, when your fighter's HP is between:
(1) 100 and 51 - you must roll 5+;
(2) 50 and -50 - you must roll 10+;
(3) -51 and -99 - you must roll 15+;
7.4 If you succeed in kicking out, you can flip to attempt a bonus normal attack. If you fail twice, you lose the match.
8.0 SAVING THROWS
8.1 Saving throws are made using a 1d20 dice.
8.2 A roll between 1 and 10 is considered a failed saving throw.
8.3 A roll between 11 and 20 is considered a successful saving throw.
8.4 Rolling 1 counts as two failed saving throws.
8.5 Rolling 20 counts as two successful saving throws.
9.0 SUBMISSIONS
9.1 If your fighter is trapped in a submission hold, he suffers 3d6 regular damage for each round that he's in the submission hold.
9.2 If your fighter is trapped in a submission hold, you must make saving throws.
9.3 When your fighter's HP is between:
(1) 100 and 51 - one success=escape, three fails=submit;
(2) 50 and -50 - two successes=escape, two fails=submit;
(3) -51 and -99 - three success=escape, one fail=submit.
9.4 If you succeed in escaping, you can flip to attempt a bonus normal attack. If you submit, you lose the match.
9.5 The fighter applying the submission hold can also decide to let go.
10.0 KNOCKDOWNS
10.1 If you start your turn after being knocked down, you must use your action to try to stand up and roll "!dice 1d20".
10.2 To succeed in standing up from a knockdown, when your fighter's HP is between:
(1) 100 and 51 - you must roll 5+;
(2) 50 and -50 - you must roll 10+;
(3) -51 and -99 - you must roll 15+.
10.3 If you succeed in standing up, you can flip to attempt a bonus normal attack. If you fail, your turn ends and you stay knocked down.
11.0 KNOCKOUTS
11.1 If your fighter is knocked out, he cannot escape a pin or a submission hold. He also can't defend himself, so all attacks automatically succeed.
11.2 If your fighter is knocked out, you must make saving throws.
11.3 When your fighter's HP is between
(1) 0 and -50 - one success=regain consciousness;
(2) -51 and -100 - two successes=regain consciousness.
11.4 If you succeed in regaining consciousness, you can flip to attempt a bonus normal attack. If you fail, your turn ends and you stay knocked out.
11.5 After being knocked out once, your fighter can be knocked out again if your opponent performs a successful critical attack.
11.6 The conscious fighter can also decide to revive the knocked out fighter.
12.0 HUMILIATION
12.1 For an erotic match, you can use the optional Arousal Point system to force your opponent to cum up to four times.
12.2 The first orgasm occurs when you raise your opponent's arousal level to 25AP; second at 50AP; third at 75AP; and fourth at 100AP.
12.3 You raise your opponent's AP by humiliating him. Every time you humiliate him, roll "!dice 3d6". A humiliation can be performed as a free action once per round, but only if it logically flows into the action.
12.4 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.
12.5 The following humiliations do both normal damage and humiliation: low blows; spanking; face sitting; penetrating him with fingers, cock or objects.
LIST OF CRITICAL ATTACKS
(This is not a complete list. You can use any attack as a critical in your own fight. Critical attacks are generally power moves, high risk moves or stronger versions of weaker attacks.)
Ace Crusher (Cutter or RKO)
Backbreaker (Bane style)
Black hole slam (Bossman slam)
Bossman slam (Black hole slam)
Brainbuster
Burning hammer
Choke slam
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
Critical strike
Top rope attack (opponent thrown off the top rope)
Table: Summary of Dice Fight Rules
Situation
Your HP
.
100~51
50~1
0~-50
-51~-99
Pin: Min 1d20 roll to escape (2 tries)
5+
10+
10+
15+
Submission: # of successes to escape/# of fails to submit
1.0 HIT POINTS (HP)
1.1 Each fighter starts with 100HP.
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.
2.0 ACTIONS
2.1 During each round, each fighter can attempt to do one of six types of actions:
(1) Normal Attack;
(2) Critical Attack;
(3) Escape a Pin;
(4) Escape a Submission;
(5) Stand after a knockdown;
(6) Regain Consciousness.
2.2 There are also two bonus actions:
(1) Bonus attack, which must be earned;
(2) Humiliation.
2.0 NORMAL ATTACK
2.1 Describe your attack and "!flip" a coin:
heads is a hit;
tails is a miss.
2.2 If you hit, roll "!dice 3d6" to determine the damage dealt.
2.3 If you miss, your turn ends. However, your opponent can decide to allow your attack to succeed. This rule is called "Jobber's Prerogative".
3.0 CRITICAL ATTACK
3.1 You must let your opponent know that you're attempting a critical attack and roll "!dice 1d20" to determine success or failure, instead of flipping the coin.
3.2 To succeed with a critical attack, if your opponent's HP is between:
(1) 100 and 51 - you must roll 15+;
(2) 50 and 1 - you must roll 10+;
(3) 0 and -99 - you must roll 5+.
3.3 For a critical attack, roll "!dice 6d6" to determine the damage dealt.
4.0 PINS
4.1 If your fighter is pinned, you must roll "!dice 1d20" to see if he kicks out.
4.2 For every pin attempt, the pinned fighter gets two opportunities to kick out.
4.4 To succeed in kicking out, when your fighter's HP is between:
(1) 100 and 51 - you must roll 5+;
(2) 50 and 1 - you must roll 10+;
(3) 0 and -50 - you must roll 15+;
(4) -51 and -99 - you must roll a 20.
5.0 SAVING THROWS
5.1 Saving throws are made using a 1d20 dice.
5.2 A roll between 1 and 10 is considered a failed saving throw.
5.3 A roll between 11 and 20 is considered a successful saving throw.
5.4 Rolling a 1 counts as two failed saving throws.
5.5 Rolling a 20 counts as two successful saving throws.
6.0 SUBMISSIONS
6.1 If your 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, he suffers 6d6 critical damage each round.
6.2 If your fighter is trapped in a submission hold, you must make saving throws.
6.3 When your fighter's HP is between:
(1) 100 and 51 - one success=escape, three fails=submit;
(2) 50 and 1 - two successes=escape, two fails=submit;
(3) 0 and -99 - three success=escape, one fail=submit.
7.0 KNOCKDOWNS
7.1 If you start your turn after being knocked down, you must use your action to try to stand up and roll "!dice 1d20".
7.2 To succeed in standing up from a knockdown, when your fighter's HP is between:
(1) 100 and 51 - you must roll 5+;
(2) 50 and 1 - you must roll 8+;
(3) 0 and -50 - you must roll 10+;
(4) -51 and -99 - you must roll 15+.
7.3 If you succeed in standing up, you get a bonus attack (normal or critical). If you fail, your turn ends and you stay knocked down.
8.0 KNOCKOUTS
8.1 If your fighter is knocked out, he cannot escape a pin or a submission hold. He also can't defend himself, so all attacks automatically succeed.
8.2 If your fighter is knocked out, you must make saving throws.
8.3 When your fighter's HP is between
(1) 0 and -50 - one success=regain consciousness;
(2) -51 and -100 - two successes=regain consciousness.
8.4 If your fighter regains consciousness, he can be KOed again if he suffers at least 10 points of damage with a single attack (normal or critical).
9.0 BONUS ATTACK
9.1 You can earn one bonus attack (it can be either normal or critical) per round if you succeed on your first attack (either normal or critical) and deal the specified amount of damage.
9.2 To earn a bonus attack, when your opponent's HP is between
(1) 100 and 51 - you must inflict 15pts of damage or more;
(2) 50 and 1 - you must inflict 10pts of damage or more;
(3) 0 and -50 - you must inflict 5pts of damage or more;
(4) -51 and -99 - you earn an automatic bonus attack.
10.0 HUMILIATION
10.1 For an erotic match, you can use the optional Arousal Point system to force your opponent to cum up to four times.
10.2 The first orgasm occurs when you raise your opponent's arousal level to 50AP; second at 75AP; third at 90AP; and fourth at 100AP.
10.3 You raise your opponents AP by humiliating him. Every time you humiliate him, roll "!dice 3d6". A humiliation can be performed as a bonus action once per round, but only if it logically flows into the action.
10.4 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.
10.5 The following humiliations do both normal damage and humiliation: low blows; spanking; face sitting; penetrating him with fingers, cock or objects.
LIST OF CRITICAL ATTACKS
(This is not a complete list. You can use any attack as a critical in your own fight. Critical attacks are generally power moves, high risk moves or stronger versions of weaker attacks.)
Ace Crusher (Cutter or RKO)
Backbreaker (Bane style)
Black hole slam (Bossman slam)
Bossman slam (Black hole slam)
Brainbuster
Burning hammer
Choke slam
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
Critical strike (ie superkick, heart punch, martial arts strikes)
Top rope attack (opponent thrown off the top rope)
The Tech
2020-03-20 13:58Importing Stats from your character sheet in the chat works now:
Muscled Vlad the Prince (deleted member)
2020-08-10 03:04(In reply to this)
hi where can i find out how to do dice matches
The Tech
2020-03-18 23:05New Chat Update - HP-Bar! Type '!set' to get a quick-start ('!reset' will remove it again). Type ! for a full list of commands.
The system works out of the box, start with
Example Commands:
To activate the bar or change the value or name (you can have up to 8 (health)bars per character):
!set
!set 500
!set Arms
!set Chest 250/300
To remove the bar:
!reset
!reset [name]
!reset Arms
!reset Chest
To use it:
!punch
!punch Arms
!punch @ChracterB
!punch @ChracterB Arms
!punch @ChracterB Chest 3d12
This works also for the other commands:
!kick
!damage
!pain
If a mistake happens or you don't want any kind of randomness you can always use the !set command and specify the values directly:
!set 10
!set 10/200
!set Chest 250/300
!set Chest 230
!set Abs 50
!set @ChracterB Abs 50/100
Leah The Dragon Morgan
2020-03-19 13:58(In reply to this)
I am in love 😍
The Tech
2020-03-16 22:26Sneak Peek
You can add as many bars as you want, and chose they display name
If all goes well this will be available end of next weekend in private and public chat rooms.
I hope that will enhance your role-playing experience. :)
DJ Heller
2020-03-18 08:55(In reply to this)
That look like Pokemon rp style
Braydon Kennedy
2020-03-17 12:53(In reply to this)
OHHHH HELL Yes!
Leah The Dragon Morgan
2020-03-17 00:11(In reply to this)
Ohhh thats looks fun!
Braydon Kennedy
2020-02-26 14:50Love the thought of this, looking to try this out with some hot matches!
Leah The Dragon Morgan
2020-02-03 00:21After some playtesting feedback from Anna La Diabla Negra, Barbara Gordula and Princess Nesrine I have modified some of the rules around clinching, throws and fumbles. You should see 50% less fumbles now due to the introduction of an in-turn saving roll:
Chatzy fight dice rules 1.6
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Major changes v1.6
+ Introduced a saving coin flip (in turn) for fumbles to reduce the number of fumbles in matches by 50%
+ Clarified rule on critical damage from throws
+ Limited clinches to a maximum of the third turn of the clincher for fights with referees and five turns for fights without referees to prevent perpetual clinching while allowing clinching fighters an opportunity to recover
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Major changes v1.5
+ Changed critical hits from just 12 to 11 or 12, tripling the probability
+ Inserted a rule that damage from a throw cannot result in additional critical hit damage
+ Limited clinches to a maximum of the third turn of the clincher for fights with referees
+ Introduced a difference in damage for throws where a fighter chooses to remain standing and when she follows her opponent onto the canvas after she has thrown her
+ Changed damage rules for submissions
+ Inserted knockout rules for fighters on the ground who suffer critical hits
+ Added a scoring mechanism where a fight ends without one fighter being knocked out or submitting
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Major changes v1.4
+ Added rules for cumulative additional damage per turn from submission holds
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Major changes v1.3
+ Change to the calculation of hit points to be based on weight plus sum of strength statistics
+ Changed recovery mechanic to be based on starting hit points
+ Created the idea of a fumble where a fighter misses all of her attacks in a turn
+ Creates the concept of two levels in the fight: standing; or on the canvas and states that a fighter who is on the ground cannot attack one that is standing.
+ Created new rules for throws and changing position between the canvas and standing
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Standard commands in Chatfighters
Command Result Note used:
!flip = Flip the coin.... heads! 50/50 Chance
!punch = 50/50 chance if it hits, then calculates damage.
!kick = 50/50 chance if it hits, then calculates damage.
!escape = I struggle but fail to free myself. 50/50 Chance
!hold = You manage to break free of my hold. 50/50 Chance
!pain = You are in pain and lose ⚁ 2 + ⚄ 5 = 7 HP. Will always cause damage.
!damage = You take ⚂ 3 + ⚀ 1 = 4 HP damage. Will always cause damage.
The remainder of the rules are not specified by the Chatfighters system
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
General rules
HIT POINTS - A fighter starts a bout with HIT POINTS equal to her weight plus the sum of all her strength characteristics (arms, abs, chest, legs, ass, etc.).
AUTOMATIC ENDING - A fighter with zero hit points or less is knocked out or their corner automatically throws in the towel to protect them ending the fight with them losing. A fighter can lose a fight with more than zero hit points due to a submission hold (see below).
ATTACKS - One attack/action per turn except punches and kicks, which are two each per turn (or one kick and one punch).
POSITION – Each fighter is either on the canvas, standing or moving between the two in each turn. A fighter can move automatically from the canvas to standing each turn, unless she is in a SUBMISSION HOLD in which case, she must successfully escape the SUBMISSION HOLD first (see special attacks below). A fighter moving from the canvas to standing (or vice versa) cannot attack in the turn in which she moves from the canvas to standing (or vice versa). A fighter who is on the canvas cannot attack a fighter who is standing, but a fighter who is standing can attack a fighter who is on the ground, unless she is being counted out by the referee after a CRITICAL HIT.
ATTACKS THAT AREN'T PUNCHES OR KICKS - You have to be in a position to feasibly execute the move (e.g. you can't throw someone if you both on the ground) and you have to flip a coin (!flip) and get heads to execute the move properly as a general rules. (THROWS, SUBMISSION HOLDS and GROUND & POUND are special attacks with specific rules with exceptions to the general statements in this section as shown below.)
FUMBLE – If you miss all of your attacks in a turn you have FUMBLED. Fighters who have FUMBLED and are standing can be automatically THROWN by their opponent in the next turn following yours (see below), unless they make a saving coin flip by rolling heads (!flip gets heads) in the same turn that they fumble. If a fighter does not elect or forgets to make a coin flip then a FUMBLE is automatic that turn.
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Damage
DAMAGE - Most attacks do two six-sided dice of DAMAGE. DAMAGE is automatically calculated in !punch and !kick but otherwise use !flip to hit or not (heads indicates a hit) and !damage for DAMAGE. Special rules apply for CRITICAL HITS, THROWS and SUBMISSION HOLDS (see below). Some attacks have special attributes, e.g. THROWS put your opponent on the ground, while SUBMISSION HOLDS and GROUND & POUND attacks must be escaped before you can attack yourself. Any disagreements about whether an attack does damage is settled by a coin toss, with the attack causing damage if !flip comes up heads.)
CRITICAL HITS - Any roll of 11 or 12 from !damage, !punch or !kick is a critical hit which causes an additional two six-sided dice of damage (!damage). Damage resulting from a THROW which can cause a CRITCAL HIT but will not cause a knock down as with a !punch or !kick. With !punch and !kick a CRITICAL HIT also makes your opponent fall over if she isn't already on the ground and she has to flip a coin heads to get up (she has three chances, roughly equivalent to a ten count if her hit points are more than 50. If her hit points are less than 50, she has to flip a coin and get heads twice in succession (the two rolls being made in the same turn if the first coin flip is heads). If you punch or kick someone on the canvas the knock down rules don't apply, but you must still roll coin flips generating heads to remain conscious (!flip).
DOUBLE CRITICAL HIT - Getting a double 12 on the same turn is an automatic knock out; Fight Over!
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Special attacks
THROWS – A THROW moves your opponent from a standing position to the canvas and includes sweeps, trips and leg takedowns etc. A fighter successfully executing a THROW on her opponent may or may not choose to follow her opponent onto the canvas in the turn of the THROW. THROWS normally require a coin flip generating head (!flip) to be successful, unless your opponent has FUMBLED (see above, basically missed all of her attacks in the previous turn) in which case the THROW automatically succeeds since she is off balance. A THROW either generates 2 six-sided dice of damage ((!damage) if the fighter throwing her opponent chooses to remain standing when her opponent goes to the canvas or 4 six-sided dice of damage if the fighter throwing her opponent goes to the canvas with her opponent after a throw (!damage just twice) or the attacker can opt to try for a SUBMISSION HOLD or GROUND & POUND attack (see below) in the same turn at her choice (the latter two both require a further successful coin flip, see below). Damage resulting from a throw causes CRITICAL HITS but without any knock-outs being possible.
SUBMISSION HOLDS - SUBMISSION HOLDS can be applied while standing and on the canvas and do damage the first turn they are successfully put on using a coin toss coming up heads (!flip) and every single attacker’s turn they remain in place. Submission holds generate 10 hit points of damage in the first turn they are applied and this damage increases by 5 hit points of damage in the second turn and cumulatively every turn thereafter (i.e.15 hit points of damage in the second turn, 20 in the third turn, 25 in the fourth turn and 30 in the fifth turn). See ESCAPES below for escaping a SUBMISSION HOLD. If you do not escape a SUBMISSION HOLD five turn after it has been applied after suffering 100 hit points of damage from it you will automatically submit, if submissions are allowed.
GROUND & POUND - In order to get mount on a fighter on the ground flip a coin and get heads (!flip). Damage is given by two punches a turn (!punchx2). In order to escape GROUND & POUND a successful escape must be made (!escape). A fighter with 50 hit points or below needs to escape twice to escape (!escape successful twice in the same turn, with a second attempt in the same turn if the first! escape was successful.). See ESCAPES below for escaping a GROUND & POUND.
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Defensive manoeuvres
ESCAPING - Escaping a SUBMISSION HOLD, a GROUND & POUND or anything else generally requires flipping heads in a coin toss (!flip). If a fighter has 50 hit points or less the coin flip must be done twice in succession with the second coin toss happening in the same turn as the first successful one A fighter ESCAPING can attack as normal in the same turn or choose move from the canvas to a standing position in that turn (see above).
CLINCHING - A fighter can opt to CLINCH in a round instead of attack whether standing or on the canvas. A CLINCH succeeds automatically in any turn unless a fighter is caught in a SUBMISSION HOLD, in which case she must escape the SUBMISSION HOLD (see above) before CLINCHING. A fighter initiating a CLINCH recovers two six-sided dice of hit points for each turn the CLINCH continues. The fighter receiving the CLINCH recovers no hit points and cannot attack until the CLINCH is broken. Breaking a CLINCH requires flipping heads on a coin toss (!flip). If a fighter has 50 hit points or less then the fighter looking to break the CLINCH has to flip a coin and get heads twice in the same turn to break the CLINCH (Simply do another coin flip after the first one generates heads in the same turn.). In fights with referees CLINCHES are automatically ended after three turns of the fighter commencing the clinch and both fighters restart standing on her opponents turn, regardless of whether they were standing or not during the CLINCH. In fights without referees CLINCHES do not generate additional hit point recovery more than five turns after the fighter commencing the clinch started the clinch.
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Additional rules
ROUNDS (optional) - Rounds are typically 15 turns each to reflect ten seconds each of a five-minute round, roughly. At the end of a round in the break each fighter recovers 25% of her starting hit points hit points (see above
DISPUTES - Any disputes on the correct application of the rules are settled by a coin toss if all else fails. The dispute is decided in favour of the original poster and not the challenger if !flip generates heads.
JUDGES DECISION – In the event an organized fight ends without one fighter being knocked out or submitting, then the winner will be fighter with the largest number of hit points at the end of the fight.
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Leah The Dragon Morgan
2020-02-03 00:12++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Posting error, ignore
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Barbara The Punisher Gordula
2020-01-27 21:17Here is the latest version of the fight dice rules to be used in the upcoming Womens' Championship Title Bout (announcement about that coming shortly). A special thanks to everyone who play tested the last version and contributed comments, including:
The woman you love even as she kicks you in the head, Anna: https://venus.chatfighters.com/characters/Anna_La_Diabla_Negra
The take-no-prisoners Aine: https://venus.chatfighters.com/characters/%C3%81ine_-_Troid_Ban
The one and only punisher, Barbara: https://venus.chatfighters.com/characters/Barbara_The_Punisher_Gordula
The only laid back fighter I know, Charlotte: https://venus.chatfighters.com/characters/Charlotte
The woman whose fists are as red as her hair, Melissa: https://venus.chatfighters.com/characters/Melissa_stakes
Spain's finest export, La Contessa: https://venus.chatfighters.com/characters/Patricia_Reyes_La_Comtessa
The girl with the golden left arm, Sarah: https://venus.chatfighters.com/characters/Sarah_Davis
Chatzy fight dice rules 1.5
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Major changes v1.5
+ Changed critical hits from just 12 to 11 or 12, tripling the probability
+ Inserted a rule that damage from a throw cannot result in additional critical hit damage
+ Limited clinches to a maximum of the third turn of the clincher for fights with referees
+ Introduced a difference in damage for throws where a fighter chooses to remain standing and when she follows her opponent onto the canvas after she has thrown her
+ Changed damage rules for submissions
+ Inserted knockout rules for fighters on the ground who suffer critical hits
+ Added a scoring mechanism where a fight ends without one fighter being knocked out or submitting
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Major changes v1.4
+ Added rules for cumulative additional damage per turn from submission holds
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Major changes v1.3
+ Change to the calculation of hit points to be based on weight plus sum of strength statistics
+ Changed recovery mechanic to be based on starting hit points
+ Created the idea of a fumble where a fighter misses all of her attacks in a turn
+ Creates the concept of two levels in the fight: standing; or on the canvas and states that a fighter who is on the ground cannot attack one that is standing.
+ Created new rules for throws and changing position between the canvas and standing
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Standard commands in Chatfighters
Command Result Note used:
!flip = Flip the coin.... heads! 50/50 Chance
!punch = 50/50 chance if it hits, then calculates damage.
!kick = 50/50 chance if it hits, then calculates damage.
!escape = I struggle but fail to free myself. 50/50 Chance
!hold = You manage to break free of my hold. 50/50 Chance
!pain = You are in pain and lose ⚁ 2 + ⚄ 5 = 7 HP. Will always cause damage.
!damage = You take ⚂ 3 + ⚀ 1 = 4 HP damage. Will always cause damage.
The remainder of the rules are not specified by the Chatfighters system
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General rules
HIT POINTS - A fighter starts a bout with HIT POINTS equal to her weight plus the sum of all her strength characteristics (arms, abs, chest, legs, ass, etc.).
AUTOMATIC ENDING - A fighter with zero hit points or less is knocked out or their corner automatically throws in the towel to protect them ending the fight with them losing. A fighter can lose a fight with more than zero hit points due to a submission hold (see below).
ATTACKS - One attack/action per turn except punches and kicks, which are two each per turn (or one kick and one punch).
POSITION – Each fighter is either on the canvas, standing or moving between the two in each turn. A fighter can move automatically from the canvas to standing each turn, unless she is in a SUBMISSION HOLD in which case, she must successfully escape the SUBMISSION HOLD first (see special attacks below). A fighter moving from the canvas to standing (or vice versa) cannot attack in the turn in which she moves from the canvas to standing (or vice versa). A fighter who is on the canvas cannot attack a fighter who is standing, but a fighter who is standing can attack a fighter who is on the ground, unless she is being counted out by the referee after a CRITICAL HIT.
ATTACKS THAT AREN'T PUNCHES OR KICKS - You have to be in a position to feasibly execute the move (e.g. you can't throw someone if you both on the ground) and you have to flip a coin (!flip) and get heads to execute the move properly as a general rules. (THROWS, SUBMISSION HOLDS and GROUND & POUND are special attacks with specific rules with exceptions to the general statements in this section as shown below.)
FUMBLE – If you miss all of your attacks in a turn you have FUMBLED. Fighters who have FUMBLED and are standing can be automatically THROWN by their opponent in the next turn following yours (see below).
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Damage
DAMAGE - Most attacks do two six-sided dice of DAMAGE. DAMAGE is automatically calculated in !punch and !kick but otherwise use !flip to hit or not (heads indicates a hit) and !damage for DAMAGE. Special rules apply for CRITICAL HITS, THROWS and SUBMISSION HOLDS (see below). Some attacks have special attributes, e.g. THROWS put your opponent on the ground, while SUBMISSION HOLDS and GROUND & POUND attacks must be escaped before you can attack yourself. Any disagreements about whether an attack does damage is settled by a coin toss, with the attack causing damage if !flip comes up heads.)
CRITICAL HITS - Any roll of 11 or 12 from !damage, !punch or !kick is a critical hit which causes an additional two six-sided dice of damage (!damage), except for damage resulting from a THROW which cannot cause a CRITCAL HIT. With !punch and !kick a CRITICAL HIT also makes your opponent fall over if she isn't already on the ground and she has to flip a coin heads to get up (she has three chances, roughly equivalent to a ten count if her hit points are more than 50. If her hit points are less than 50, she has to flip a coin and get heads twice in succession (the two rolls being made in the same turn if the first coin flip is heads). If you punch or kick someone on the canvas the knock down rules don't apply, but you must still roll coin flips generating heads to remain conscious (!flip).
DOUBLE CRITICAL HIT - Getting a double 12 on the same turn is an automatic knock out; Fight Over!
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Special attacks
THROWS – A THROW moves your opponent from a standing position to the canvas and includes sweeps, trips and leg takedowns etc. A fighter successfully executing a THROW on her opponent may or may not choose to follow her opponent onto the canvas in the turn of the THROW. THROWS normally require a coin flip generating head (!flip) to be successful, unless your opponent has FUMBLED (see above, basically missed all of her attacks in the previous turn) in which case the THROW automatically succeeds since she is off balance. A THROW either generates 2 six-sided dice of damage ((!damage) if the fighter throwing her opponent chooses to remain standing when her opponent goes to the canvas or 4 six-sided dice of damage if the fighter throwing her opponent goes to the canvas with her opponent after a throw (!damage just twice) or the attacker can opt to try for a SUBMISSION HOLD or GROUND & POUND attack (see below) in the same turn at her choice (the latter two both require a further successful coin flip, see below). However, no damage resulting from a throw causes CRITICAL HITS.
SUBMISSION HOLDS - SUBMISSION HOLDS can be applied while standing and on the canvas and do damage the first turn they are successfully put on using a coin toss coming up heads (!flip) and every single attacker’s turn they remain in place. Submission holds generate 10 hit points of damage in the first turn they are applied and this damage increases by 5 hit points of damage in the second turn and cumulatively every turn thereafter (i.e.15 hit points of damage in the second turn, 20 in the third turn, 25 in the fourth turn and 30 in the fifth turn). See ESCAPES below for escaping a SUBMISSION HOLD. If you do not escape a SUBMISSION HOLD five turn after it has been applied after suffering 100 hit points of damage from it you will automatically submit, if submissions are allowed.
GROUND & POUND - In order to get mount on a fighter on the ground flip a coin and get heads (!flip). Damage is given by two punches a turn (!punchx2). In order to escape GROUND & POUND a successful escape must be made (!escape). A fighter with 50 hit points or below needs to escape twice to escape (!escape successful twice in the same turn, with a second attempt in the same turn if the first! escape was successful.). See ESCAPES below for escaping a GROUND & POUND.
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Defensive manoeuvres
ESCAPING - Escaping a SUBMISSION HOLD, a GROUND & POUND or anything else generally requires flipping heads in a coin toss (!flip). If a fighter has 50 hit points or less the coin flip must be done twice in succession with the second coin toss happening in the same turn as the first successful one A fighter ESCAPING can attack as normal in the same turn or choose move from the canvas to a standing position in that turn (see above).
CLINCHING - A fighter can opt to CLINCH in a round instead of attack whether standing or on the canvas. A CLINCH succeeds automatically in any turn unless a fighter is caught in a SUBMISSION HOLD, in which case she must escape the SUBMISSION HOLD (see above) before CLINCHING. A fighter initiating a CLINCH recovers two six-sided dice of hit points for each turn the CLINCH continues. The fighter receiving the CLINCH recovers no hit points and cannot attack until the CLINCH is broken. Breaking a CLINCH requires flipping heads on a coin toss (!flip). If a fighter has 50 hit points or less then the fighter looking to break the CLINCH has to flip a coin and get heads twice in the same turn to break the CLINCH (Simply do another coin flip after the first one generates heads in the same turn.). In fights with referees CLINCHES are automatically ended after three turns of the fighter commencing the clinch and both fighters restart standing on her opponents turn, regardless of whether they were standing or not during the CLINCH.
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Additional rules
ROUNDS (optional) - Rounds are typically 15 turns each to reflect ten seconds each of a five-minute round, roughly. At the end of a round in the break each fighter recovers 25% of her starting hit points hit points (see above
DISPUTES - Any disputes on the correct application of the rules are settled by a coin toss if all else fails. The dispute is decided in favour of the original poster and not the challenger if !flip generates heads.
JUDGES DECISION – In the event an organized fight ends without one fighter being knocked out or submitting, then the winner will be fighter with the largest number of hit points at the end of the fight.
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Áine - Troid Ban (deleted member)
2020-01-27 23:26(In reply to this)
This is a fantastic set of rules, that allow for fighters to fight under realistic conditions and to use a variety of strategies to win. Good writing is still essential, and indeed makes the fight more real, and enjoyable. Using the fight dice system makes the fight somewhat unpredictable and more exciting. Luck plays a role, but making strategic choices at the right time also wins fights! Using this system, both fighters fight to win, and there is no need for either fighter to play the role of a jobber. A big thanks to everyone who has participated in the development!
Leah The Dragon Morgan
2020-01-15 20:47After much play testing by a whole bunch of people (shout out to Aine Tre Baine, AnnaBoxer, Charlotte, Patricia Reyes, SabineKickBox and Sarah Davis) here are the new improved Chatzy dice fighting rules:
Chatzy fight dice rules 1.4
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Major changes v1.4
+ Added rules for cumulative additional damage per turn from submission holds
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Major changes v1.3
+ Change to the calculation of hit points to be based on weight plus sum of strength statistics
+ Changed recovery mechanic to be based on starting hit points
+ Created the idea of a fumble where a fighter misses all of her attacks in a turn
+ Creates the concept of two levels in the fight: standing; or on the canvas and states that a fighter who is on the ground cannot attack one that is standing.
+ Created new rules for throws and changing position between the canvas and standing
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Standard commands in Chatfighters
Command Result Note used:
!flip = Flip the coin.... heads! 50/50 Chance
!punch = 50/50 chance if it hits, then calculates damage.
!kick = 50/50 chance if it hits, then calculates damage.
!escape = I struggle but fail to free myself. 50/50 Chance
!hold = You manage to break free of my hold. 50/50 Chance
!pain = You are in pain and lose ⚁ 2 + ⚄ 5 = 7 HP. Will always cause damage.
!damage = You take ⚂ 3 + ⚀ 1 = 4 HP damage. Will always cause damage.
The remainder of the rules are not specified by the Chatfighters system
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General rules
HIT POINTS - A fighter starts a bout with HIT POINTS equal to her weight plus the sum of all her strength characteristics (arms, abs, chest, legs, ass, etc.).
AUTOMATIC ENDING - A fighter with zero hit points or less is knocked out or their corner automatically throws in the towel to protect them ending the fight with them losing. A fighter can lose a fight with more than zero hit points due to a submission hold (see below).
ATTACKS - One attack/action per turn except punches and kicks, which are two each per turn (or one kick and one punch).
POSITION – Each fighter is either on the canvas, standing or moving between the two in each turn. A fighter can move automatically from the canvas to standing each turn, unless she is in a SUBMISSION HOLD in which case, she must successfully escape the SUBMISSION HOLD first (see special attacks below). A fighter moving from the canvas to standing (or vice versa) cannot attack in the turn in which she moves from the canvas to standing (or vice versa). A fighter who is on the canvas cannot attack a fighter who is standing, but a fighter who is standing can attack a fighter who is on the ground, unless she is being counted out by the referee after a CRITICAL HIT.
ATTACKS THAT AREN'T PUNCHES OR KICKS - You have to be in a position to feasibly execute the move (e.g. you can't throw someone if you both on the ground) and you have to flip a coin (!flip) and get heads to execute the move properly as a general rules. (THROWS, SUBMISSION HOLDS and GROUND & POUND are special attacks with specific rules with exceptions to the general statements in this section as shown below.)
FUMBLE – If you miss all of your attacks in a turn you have FUMBLED. Fighters who have FUMBLED and are standing can be automatically THROWN by their opponent in the next turn following yours (see below).
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Damage
DAMAGE - Most attacks do two six-sided dice of DAMAGE. DAMAGE is automatically calculated in !punch and !kick but otherwise use !flip to hit or not (heads indicates a hit) and !damage for DAMAGE. Special rules apply for CRITICAL HITS, THROWS and SUBMISSION HOLDS (see below). Some attacks have special attributes, e.g. THROWS put your opponent on the ground, while SUBMISSION HOLDS and GROUND & POUND attacks must be escaped before you can attack yourself. Any disagreements about whether an attack does damage is settled by a coin toss, with the attack causing damage if !flip comes up heads.)
CRITICAL HITS - Any roll of 12 from !damage, !punch or !kick is a critical hit which causes an additional two six-sided dice of damage (!damage). With !punch and !kick a CRITICAL HIT also makes your opponent fall over if she isn't already on the ground and she has to flip a coin heads to get up (she has three chances, roughly equivalent to a ten count if her hit points are more than 50. If her hit points are less than 50, she has to flip a coin and get heads twice in succession (the two rolls being made in the same turn if the first coin flip is heads). If you punch or kick someone on the canvas the knock down rules don't apply.
DOUBLE CRITICAL HIT - Getting a double 12 on the same turn is an automatic knock out; Fight Over!
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Special attacks
THROWS – A THROW moves your opponent from a standing position to the canvas and includes sweeps, trips and leg takedowns etc. A fighter successfully executing a THROW on her opponent may or may not choose to follow her opponent onto the canvas in the turn of the THROW. THROWS normally require a coin flip generating head (!flip) to be successful, unless your opponent has FUMBLED (see above, basically missed all of her attacks in the previous turn) in which case the THROW automatically succeeds since she is off balance. A throw either generates 2 six-sided dice of damage ((1damage) or the attacker can opt to try for a SUBMISSION HOLD or GROUND & POUND attack (see below) in the same turn at her choice (the latter two both require a further successful coin flip, see below).
SUBMISSION HOLDS - SUBMISSION HOLDS can be applied while standing and on the canvas and do damage the first turn they are successfully put on using a coin toss coming up heads (!flip) and every single attacker’s turn they remain in place (use !pain to determine damage). In each turn the attacker can flip a coin (!flip) and if the roll comes up heads the amount of damage dealt in that turn is permanently increased by two six sided dice (i.e. another !damage).See ESCAPES below for escaping a SUBMISSION HOLD.
GROUND & POUND - In order to get mount on a fighter on the ground flip a coin and get heads (!flip). Damage is given by two punches a turn (!punchx2). In order to escape GROUND & POUND a successful escape must be made (!escape). A fighter with 50 hit points or below needs to escape twice to escape (!escape successful twice in the same turn, with a second attempt in the same turn if the first! escape was successful.). See ESCAPES below for escaping a GROUND & POUND.
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Defensive manoeuvres
ESCAPING - Escaping a SUBMISSION HOLD, a GROUND & POUND or anything else generally requires flipping heads in a coin toss (!flip). If a fighter has 50 hit points or less the coin flip must be done twice in succession with the second coin toss happening in the same turn as the first successful one A fighter ESCAPING can attack as normal in the same turn or choose move from the canvas to a standing position in that turn (see above).
CLINCHING - A fighter can opt to CLINCH in a round instead of attack whether standing or on the canvas. A CLINCH succeeds automatically in any turn unless a fighter is caught in a SUBMISSION HOLD, in which case she must escape the SUBMISSION HOLD (see above) before CLINCHING. A fighter initiating a CLINCH recovers two six-sided dice of hit points for each turn the CLINCH continues. The fighter receiving the CLINCH recovers no hit points and cannot attack until the CLINCH is broken. Breaking a CLINCH requires flipping heads on a coin toss (!flip). If a fighter has 50 hit points or less then the fighter looking to break the CLINCH has to flip a coin and get heads twice in the same turn to break the CLINCH (Simply do another coin flip after the first one generates heads in the same turn.)
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Additional rules
ROUNDS (optional) - Rounds are typically 15 turns each to reflect ten seconds each of a five-minute round, roughly. At the end of a round in the break each fighter recovers 25% of her starting hit points hit points (see above
DISPUTES - Any disputes on the correct application of the rules are settled by a coin toss if all else fails. The dispute is decided in favour of the original poster and not the challenger if !flip generates heads.
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WresBoxRob (deleted member)
2020-01-16 08:11(In reply to this)
These are excellent
Leah The Dragon Morgan
2019-12-11 12:25A few of us are in the process of setting up a small fighting dice tournament
Please message me if interested
The tournament will be females only, sorry
Barbara The Punisher Gordula
2019-12-27 21:35(In reply to this)
Well the tournament went ahead with four contestants: - AnnaBoxer - Moi - Charlotte - SabinekickBox After a series of Brutal bouts Charlotte and Sabine were eliminated leaving AnnaBoxer and I to fight for the title I knocked out AnnaBoxer to become the inaugural and wholly unofficial Chatdighters Women's MMA Champion Almost all of the fights are or will be in the story section shortly
Adrian Drake (deleted member)
2019-12-08 15:35I do like the idea of using dice rolls to determine a match, so if anyone is interested, please write to me and we hit it into the ring. ;)
WresBoxRob (deleted member)
2019-12-16 21:03(In reply to this)
Would love to take you on using the dice roll rules
Riley Blake
2019-12-08 00:17Leah's rules are simple and easy to learn. I love playing by them!
Charlotte
2019-12-06 04:56Having used Dice rules for basically the first time the past few days, I’m enjoying them. Thanks Leah! ;)
Leah The Dragon Morgan
2019-12-04 23:39I wrote some very simple rules:
Fighting dice rules
Hit points - Each fighter starts with 100 hit points. A fighter with under 50 hit points is hurt (see below for consequences). A fighter with zero hit points is knocked out.
Rounds - Rounds last five minutes. Each "yt" last ten seconds, so 15 yt's per round each. There are usually three rounds in a fight.
Fighting - Each fighter rolls a ten sided dice for damage each turn/yt (/rolldie 10) for a regular attack like a punch, forearm, a kick or a throw. Rolling a "10" is a critical hit. Roll a ten sided dice again for more damage, yummy (/rolldie 10, again).
Knockdowns from critical hits - Any fighter suffering a critical hit has to flip a coin to stay up (heads to stay up, the command is /flipcoin) if they were kicked or punched etc. Fighters get the following number of chances to get up based on their hit points: above 50 - three chances; below 50 - two chances; and below zero - one chance. Knockdowns when thrown are automatic.
Submissions - You can put your opponent in a submission hold in any turn instead of a regular attack by flipping a coin and getting heads (/flipcoin) instead of a regular attack. A submission hold does 10 hit points damage a turn automatically until released, including the turn the submission starts.
Clinching - When both fighters are standing a fighter can opt to clinch her opponent and grab her to stop her attacking. To clinch a fighter has to flip a coin and roll heads (/flipcoin). A fighter initiating a clinch will recover hit points each round while both fighters are clinched. The fighter who is clinched does not recover hit points and can't attack until she escapes.
Pins - When your opponent is on the floor you can pin her by flipping a coin and getting heads (/flipcoin) instead of a regular attack. Opponents remain pinned until they escape and cannot attack but can only attempt to escape the pin. A pin does not do damage but you can be counted out, see below.
Escaping submissions and clinches - A fighter over 50 hit points needs to flip a coin to heads once to escape a submission or clinch. A fighter under 50 hit points needs to flip a coin and get heads twice to escpae (/flipcoin).
Escaping a pin - A fighter over 50 hit points needs to flip a coin to heads once to escape a submission or clinch. A fighter under 50 hit points needs to flip a coin and get heads twice to escpae (/flipcoin). There is one escape attempt per second of counting. Pins may be to a three, five or ten count.
Recovering while on the ground pinned or in a clinch - When pinned the pinned wrestler recovers up to ten hit points per round (/rolldie 10). A fighter initiating a clinch recovers up to ten hit points per round (/rolldie 10). In a clinch the fighter starting the clinch recovers hit points, but from a pin the fighter being pinned recovers hit points.
Between rounds - Between rounds each fighte recovers a thirty sided dice worth of hit points between rounds (/rolldie 30).
DJ Heller
2019-11-25 02:05D&D mix rules
Peter the bodybuilder
2019-11-24 02:43FIGHT RULES (rev 6)
1.0 HIT POINTS (HP)
1.1 Each fighter starts with 50HP.
1.2 If a fighter goes to 0HP, he's knocked out.
1.3 If a fighter goes to -50HP, he dies. The victor can choose how he wants to do this.
2.0 ACTIONS
2.1 During each round, each fighter can attempt to do one of seven types of actions:
(1) Normal Attack;
(2) Critical Attack;
(3) Escape a Pin;
(4) Escape a Submission;
(5) Stand after a knockdown;
(6) Regain Consciousness;
(7) Forfeit your turn.
3.0 STRIKING
3.1 Weak strikes: Weak strikes are free to do but do no damage. They're used to set up opponents for normal or critical attacks. Examples of weak strikes include jabs, kicks, chops, forearm smashes, etc.
3.2 Strong strikes: Strong strikes count as normal attacks and are used to do damage and/or knockdown an opponent. Examples of strong strikes include clotheslines, drop kicks, a flurry of strikes, etc.
3.3 Critical strikes: Critical strikes count as critical attacks and are used to try to end a match. Examples of critical strikes include the super kick, spear, Superman punch, heart punch, martial arts strikes, etc.
4.0 NORMAL ATTACK
4.1 To attempt a normal attack, flip a coin using the "!flip" command:
(1) Heads is a hit;
(2) Tails is a miss.
4.2 If you hit, roll "!dice 3d6" to determine the damage dealt. An alternate command is "!damage 3d6".
4.3 If you miss, your turn ends. However, your opponent can decide to allow your attack to succeed. This rule is called "Jobber's Prerogative".
4.4 If you miss and crash into the turnbuckles, steel post, canvas, etc, you must roll "!dice 3d6" damage on yourself.
4.5 The alternate commands "!punch 3d6" and "!kick 3d6" combine the "!flip" and "!dice 3d6/!damage 3d6" commands.
5.0 CRITICAL ATTACK
5.1 To attempt a critical attack, you must first let your opponent know and then roll "!dice 1d20" to determine success or failure, instead of flipping the coin.
5.2 To succeed with a critical attack, if your opponent's HP is between:
(1) 50 and 1, you must roll 15+;
(2) 0 and -50, you must roll 10+.
5.3 If you hit, roll "!dice 6d6" to determine the damage dealt. An alternate command is "!damage 6d6". You also earn a bonus action.
5.4 If you miss, your turn ends. However, your opponent can decide to allow your attack to succeed. This rule is called "Jobber's Prerogative".
5.5 If you miss and crash into the turnbuckles, steel post, canvas, etc, you must roll "!dice 3d6" damage on yourself.
6.0 BONUS ACTIONS
6.1 You earn a bonus action by successfully executing a critical attack. You can use your bonus action to do the following:
(1) Perform a normal attack, which automatically succeeds;
(2) Attempt another critical attack, which you must roll for;
(3) Pin your opponent.
7.0 SAVING THROWS
7.1 Saving throws are made using the coin.
(1) Heads is a successful saving throw,
(2) Tails is a failed saving throw.
8.0 PINS
8.1 If your fighter is pinned, on your turn you get two attempts to kick out by making saving throws.
8.3 If you make at least one successful saving throw, you kick out. You can also flip to attempt a bonus normal attack.
8.3 If you make two failed saving throws, you're pinned and lose the match.
9.0 SUBMISSIONS
9.1 If your fighter is trapped in a submission hold, he suffers 3d6 regular damage for each round that he's in the submission hold.
9.2 If your fighter is trapped in a submission hold, you must make saving throws.
9.3 When your fighter's HP is between:
(1) 50 and 1, one success=escape, three fails=submit;
(2) 0 and -50, two successes=escape, two fails=submit.
9.4 If you succeed in escaping, you can flip to attempt a bonus normal attack.
9.5 If you fail to escape, you submit and lose the match.
9.6 The fighter applying the submission hold can also decide to let go.
9.7 To determine damage for successive rounds, you can use the alternate command "!damage 3d6".
10.0 KNOCKDOWNS
10.1 If you start your turn after being knocked down, you must use your action to try to stand up and roll "!dice 1d20".
10.2 To succeed in standing up from a knockdown, when your fighter's HP is between:
(1) 50 and 1, you must roll 5+;
(2) 0 and -50, you must roll 10+.
10.3 If you succeed in standing up, you can flip to attempt a bonus normal attack.
10.4 If you fail, your turn ends and you stay knocked down.
11.0 KNOCKOUTS
11.1 If your fighter is knocked out, he cannot escape a pin or a submission hold. He also can't defend himself, so all attacks automatically succeed.
11.2 If your fighter is knocked out, you must use your action to try to regain consciousness and roll "!dice 1d20".
11.3 When your fighter's HP is between
(1) 0 and -50, you must roll 10+.
11.4 If you succeed in regaining consciousness, you can flip to attempt a bonus normal attack.
11.5 If you fail, your turn ends and you stay knocked out.
11.6 The conscious fighter can also decide to revive the knocked out fighter.
11.7 After being knocked out once, your fighter can be knocked out again if your opponent performs a successful critical attack.
12.0 HUMILIATION
12.1 For an erotic match, you can use the optional Arousal Point system to force your opponent to cum at every increment of 25 Arousal Points (AP).
12.2 You raise your opponent's AP by humiliating him. Every time you humiliate him, roll "!dice 3d6". A humiliation can be performed as a free action once per round, but only if it logically flows into the action.
12.3 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.
12.4 The following humiliations do both normal damage and humiliation: low blows; spanking; face sitting; penetrating him with fingers, cock or objects.
LIST OF CRITICAL ATTACKS
(This is not a complete list. You can use any attack as a critical in your own fight. Critical attacks are generally power moves, high risk moves or stronger versions of weaker attacks.)
Ace Crusher (Cutter or RKO)
Backbreaker (Bane style)
Black hole slam (Bossman slam)
Bossman slam (Black hole slam)
Brainbuster
Burning hammer
Choke slam
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
Critical strike
Top rope attack (opponent thrown off the top rope)
Table: Summary of Dice Fight Rules
Peter the bodybuilder
2019-11-21 23:56FIGHT RULES (rev 5)
1.0 HIT POINTS (HP)
1.1 Each fighter starts with 100HP.
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.
2.0 ACTIONS
2.1 During each round, each fighter can attempt to do one of seven types of actions:
(1) Normal Attack;
(2) Critical Attack;
(3) Escape a Pin;
(4) Escape a Submission;
(5) Stand after a knockdown;
(6) Regain Consciousness;
(7) Forfeit your turn.
3.0 STRIKING
3.1 Weak strikes: Weak strikes are free to do but do no damage. They're used to set up opponents for normal or critical attacks. Examples of weak strikes include jabs, kicks, chops, forearm smashes, etc.
3.2 Strong strikes: Strong strikes count as normal attacks and are used to do damage and/or knockdown an opponent. Examples of strong strikes include clotheslines, drop kicks, a flurry of strikes, etc.
3.3 Critical strikes: Critical strikes count as critical attacks and are used to try to end a match. Examples of critical strikes include the super kick, spear, superman punch, heart punch, martial arts strikes, etc.
4.0 NORMAL ATTACK
4.1 Describe your attack and "!flip" a coin:
(1) Heads is a hit;
(2) Tails is a miss.
4.2 If you hit, roll "!dice 3d6" to determine the damage dealt.
4.3 If you miss, your turn ends. However, your opponent can decide to allow your attack to succeed. This rule is called "Jobber's Prerogative".
5.0 CRITICAL ATTACK
5.1 You must let your opponent know that you're attempting a critical attack and roll "!dice 1d20" to determine success or failure, instead of flipping the coin.
5.2 To succeed with a critical attack, if your opponent's HP is between:
(1) 100 and 51 - you must roll 15+;
(2) 50 and -50 - you must roll 10+;
(3) -51 and -99 - you must roll 5+.
5.3 For a critical attack, roll "!dice 6d6" to determine the damage dealt.
5.4 If you successfully execute a critical attack, you earn a bonus action.
6.0 BONUS ACTIONS
6.1 You earn a bonus action by successfully executing a critical attack. You can use your bonus action to do the following:
(1) Perform a normal attack, which automatically succeeds;
(2) Attempt another critical attack, which you must roll for;
(3) Pin your opponent.
7.0 PINS
7.1 If your fighter is pinned, you must roll "!dice 1d20" to attempt to kick out.
7.2 For every pin attempt, the pinned fighter gets two attempts to kick out.
7.3 To succeed in kicking out, when your fighter's HP is between:
(1) 100 and 51 - you must roll 5+;
(2) 50 and -50 - you must roll 10+;
(3) -51 and -99 - you must roll 15+;
7.4 If you succeed in kicking out, you can flip to attempt a bonus normal attack. If you fail twice, you lose the match.
8.0 SAVING THROWS
8.1 Saving throws are made using a 1d20 dice.
8.2 A roll between 1 and 10 is considered a failed saving throw.
8.3 A roll between 11 and 20 is considered a successful saving throw.
8.4 Rolling 1 counts as two failed saving throws.
8.5 Rolling 20 counts as two successful saving throws.
9.0 SUBMISSIONS
9.1 If your fighter is trapped in a submission hold, he suffers 3d6 regular damage for each round that he's in the submission hold.
9.2 If your fighter is trapped in a submission hold, you must make saving throws.
9.3 When your fighter's HP is between:
(1) 100 and 51 - one success=escape, three fails=submit;
(2) 50 and -50 - two successes=escape, two fails=submit;
(3) -51 and -99 - three success=escape, one fail=submit.
9.4 If you succeed in escaping, you can flip to attempt a bonus normal attack. If you submit, you lose the match.
9.5 The fighter applying the submission hold can also decide to let go.
10.0 KNOCKDOWNS
10.1 If you start your turn after being knocked down, you must use your action to try to stand up and roll "!dice 1d20".
10.2 To succeed in standing up from a knockdown, when your fighter's HP is between:
(1) 100 and 51 - you must roll 5+;
(2) 50 and -50 - you must roll 10+;
(3) -51 and -99 - you must roll 15+.
10.3 If you succeed in standing up, you can flip to attempt a bonus normal attack. If you fail, your turn ends and you stay knocked down.
11.0 KNOCKOUTS
11.1 If your fighter is knocked out, he cannot escape a pin or a submission hold. He also can't defend himself, so all attacks automatically succeed.
11.2 If your fighter is knocked out, you must make saving throws.
11.3 When your fighter's HP is between
(1) 0 and -50 - one success=regain consciousness;
(2) -51 and -100 - two successes=regain consciousness.
11.4 If you succeed in regaining consciousness, you can flip to attempt a bonus normal attack. If you fail, your turn ends and you stay knocked out.
11.5 After being knocked out once, your fighter can be knocked out again if your opponent performs a successful critical attack.
11.6 The conscious fighter can also decide to revive the knocked out fighter.
Peter the bodybuilder
2019-11-22 00:00(In reply to this)
12.0 HUMILIATION
12.1 For an erotic match, you can use the optional Arousal Point system to force your opponent to cum up to four times.
12.2 The first orgasm occurs when you raise your opponent's arousal level to 25AP; second at 50AP; third at 75AP; and fourth at 100AP.
12.3 You raise your opponent's AP by humiliating him. Every time you humiliate him, roll "!dice 3d6". A humiliation can be performed as a free action once per round, but only if it logically flows into the action.
12.4 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.
12.5 The following humiliations do both normal damage and humiliation: low blows; spanking; face sitting; penetrating him with fingers, cock or objects.
LIST OF CRITICAL ATTACKS
(This is not a complete list. You can use any attack as a critical in your own fight. Critical attacks are generally power moves, high risk moves or stronger versions of weaker attacks.)
Ace Crusher (Cutter or RKO)
Backbreaker (Bane style)
Black hole slam (Bossman slam)
Bossman slam (Black hole slam)
Brainbuster
Burning hammer
Choke slam
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
Critical strike
Top rope attack (opponent thrown off the top rope)
Table: Summary of Dice Fight Rules
Leah The Dragon Morgan
2019-11-21 01:21This is really cool! Can't wait to try it :)
Peter the bodybuilder
2019-11-20 23:54FIGHT RULES (rev 4)
1.0 HIT POINTS (HP)
1.1 Each fighter starts with 100HP.
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.
2.0 ACTIONS
2.1 During each round, each fighter can attempt to do one of six types of actions:
(1) Normal Attack;
(2) Critical Attack;
(3) Escape a Pin;
(4) Escape a Submission;
(5) Stand after a knockdown;
(6) Regain Consciousness.
2.2 There are also two bonus actions:
(1) Bonus attack, which must be earned;
(2) Humiliation.
2.0 NORMAL ATTACK
2.1 Describe your attack and "!flip" a coin:
heads is a hit;
tails is a miss.
2.2 If you hit, roll "!dice 3d6" to determine the damage dealt.
2.3 If you miss, your turn ends. However, your opponent can decide to allow your attack to succeed. This rule is called "Jobber's Prerogative".
3.0 CRITICAL ATTACK
3.1 You must let your opponent know that you're attempting a critical attack and roll "!dice 1d20" to determine success or failure, instead of flipping the coin.
3.2 To succeed with a critical attack, if your opponent's HP is between:
(1) 100 and 51 - you must roll 15+;
(2) 50 and 1 - you must roll 10+;
(3) 0 and -99 - you must roll 5+.
3.3 For a critical attack, roll "!dice 6d6" to determine the damage dealt.
4.0 PINS
4.1 If your fighter is pinned, you must roll "!dice 1d20" to see if he kicks out.
4.2 For every pin attempt, the pinned fighter gets two opportunities to kick out.
4.4 To succeed in kicking out, when your fighter's HP is between:
(1) 100 and 51 - you must roll 5+;
(2) 50 and 1 - you must roll 10+;
(3) 0 and -50 - you must roll 15+;
(4) -51 and -99 - you must roll a 20.
5.0 SAVING THROWS
5.1 Saving throws are made using a 1d20 dice.
5.2 A roll between 1 and 10 is considered a failed saving throw.
5.3 A roll between 11 and 20 is considered a successful saving throw.
5.4 Rolling a 1 counts as two failed saving throws.
5.5 Rolling a 20 counts as two successful saving throws.
6.0 SUBMISSIONS
6.1 If your 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, he suffers 6d6 critical damage each round.
6.2 If your fighter is trapped in a submission hold, you must make saving throws.
6.3 When your fighter's HP is between:
(1) 100 and 51 - one success=escape, three fails=submit;
(2) 50 and 1 - two successes=escape, two fails=submit;
(3) 0 and -99 - three success=escape, one fail=submit.
7.0 KNOCKDOWNS
7.1 If you start your turn after being knocked down, you must use your action to try to stand up and roll "!dice 1d20".
7.2 To succeed in standing up from a knockdown, when your fighter's HP is between:
(1) 100 and 51 - you must roll 5+;
(2) 50 and 1 - you must roll 8+;
(3) 0 and -50 - you must roll 10+;
(4) -51 and -99 - you must roll 15+.
7.3 If you succeed in standing up, you get a bonus attack (normal or critical). If you fail, your turn ends and you stay knocked down.
8.0 KNOCKOUTS
8.1 If your fighter is knocked out, he cannot escape a pin or a submission hold. He also can't defend himself, so all attacks automatically succeed.
8.2 If your fighter is knocked out, you must make saving throws.
8.3 When your fighter's HP is between
(1) 0 and -50 - one success=regain consciousness;
(2) -51 and -100 - two successes=regain consciousness.
8.4 If your fighter regains consciousness, he can be KOed again if he suffers at least 10 points of damage with a single attack (normal or critical).
9.0 BONUS ATTACK
9.1 You can earn one bonus attack (it can be either normal or critical) per round if you succeed on your first attack (either normal or critical) and deal the specified amount of damage.
9.2 To earn a bonus attack, when your opponent's HP is between
(1) 100 and 51 - you must inflict 15pts of damage or more;
(2) 50 and 1 - you must inflict 10pts of damage or more;
(3) 0 and -50 - you must inflict 5pts of damage or more;
(4) -51 and -99 - you earn an automatic bonus attack.
10.0 HUMILIATION
10.1 For an erotic match, you can use the optional Arousal Point system to force your opponent to cum up to four times.
10.2 The first orgasm occurs when you raise your opponent's arousal level to 50AP; second at 75AP; third at 90AP; and fourth at 100AP.
10.3 You raise your opponents AP by humiliating him. Every time you humiliate him, roll "!dice 3d6". A humiliation can be performed as a bonus action once per round, but only if it logically flows into the action.
10.4 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.
10.5 The following humiliations do both normal damage and humiliation: low blows; spanking; face sitting; penetrating him with fingers, cock or objects.
Peter the bodybuilder
2019-11-21 00:32(In reply to this)
Table: Summary of Dice Fight Rules
Peter the bodybuilder
2019-11-20 23:55(In reply to this)
LIST OF CRITICAL ATTACKS
(This is not a complete list. You can use any attack as a critical in your own fight. Critical attacks are generally power moves, high risk moves or stronger versions of weaker attacks.)
Ace Crusher (Cutter or RKO)
Backbreaker (Bane style)
Black hole slam (Bossman slam)
Bossman slam (Black hole slam)
Brainbuster
Burning hammer
Choke slam
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
Critical strike (ie superkick, heart punch, martial arts strikes)
Top rope attack (opponent thrown off the top rope)