MMA Rules for DICE Fights

Sarita La Bombardera Mexicana (deleted member)

2020-07-02 11:00

OK, the target sites and rules look good so I wrote them into the general rules, that can be found here:
https://docs.google.com/document/d/1vn4gcPG1iIdXlyuFOsriV-eNJvfK5TOVj1xm3_sR6Ow/edit?usp=sharing
Enjoy chicos!


Sarita La Bombardera Mexicana (deleted member)

2020-06-17 08:31

Here is the guide:

MMA GUIDE for DICE
These rules have been adapted from Leah Morgan’s rules for MMA and have been tested many times by many people over the past months, including Melissa Stakes, Aine Troid Ban, Princess Nesrine, Anna La Diabla Negra, Charlotte, and Barbara Gordula. There are many changes from the last published version of the rules, and this new set provides for a more fluid and dynamic MMA fight. These include major changes to fumbles, critical hits, and also incorporates many of the newer fight commands.

The fight tends to work best if you do open posting and then end your turn with the fight commands. This works well for simple punches and kicks. In some instances, it might be necessary to do one move, and then determine if it was successful before moving on, because the second move depends on the success of the first.

What is created is a fusion been classical cyber and dice fights, and in my opinion, the dice commands could even be removed for a clearer presentation of the story when published. In this instance, the reader probably would not even know that this was a dice fight! This guide could also be easily adapted for NHB brawls.
Sarita La Bombardera Mexicana

MMA FIGHT GUIDE
!set hp
!flip to determine who attacks first; someone calls heads or tails prior to the coin toss

OFFENSIVE COMMANDS: !punch, !kick, !attack (any type of attack not a punch or kick), !hold (for submission holds and ground & pound mounts), !damage

PRIMARY DEFENSE COMMAND: !escape
!recover = recovers hit points

HIT POINTS - A fighter starts a bout with 200 hit points.

ENDING - A fighter with zero hit points or less is KO or submitted.

ATTACKS - Two attacks/actions per turn.

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 they are in a submission hold or trapped in a ground and pound attack. A fighter moving from the canvas to standing (or vice versa) cannot attack in that turn. A fighter who is on the canvas cannot attack a fighter who is standing.

FUMBLE – If you miss all of your attacks in a turn you have FUMBLED. Fighters who have fumbled may receive a 3 punch/kick/attack combination from their opponent.

CRITICAL HITS – A score of 11 or 12 from !punch or !kick or !attack is a critical hit which causes additional damage (!damage). Any attack using any of the 3 attack commands can cause a critical hit, and the attacker can use !damage (x1). Following single critical hit, the attacker can place the victim in a ground & pound mount or submission hold, but damage does not occur unless the victim fails to escape. A fighter does not get to attack on the same turn that they escape from the consequences of a critical hit. NOTE: 11 or 12 generated by !damage rolls do not constitute critical hits.

DOUBLE CRITICAL HIT – For a double critical hit (11/11, 11/12 or 12/12), the attacker gets to do !damage (2x). The attacker can place the victim in a ground & pound mount or submission hold, but damage commences before the victim has an opportunity to escape, i.e. G&P, !punches x3 and for submission hold, !damage (x2).

THROWS – Use the !attack command to throw/trip your opponent to the canvass. You may choose to follow them to the canvass or stay standing.
A fighter may try for a SUBMISSION HOLD or GROUND & POUND attack after placing their opponent on the canvass (provided they don’t exceed two offensive moves) using !hold command. The defending fighter must escape their predicament using !escape command. If they fail to escape, the attacker can do !punch (x3) for ground and pound attacks or !damage (x2) for submission holds until the defender escapes. The defending fighter has an opportunity to escape before damage is applied, except when they wind up trapped after a double critical hit. After escaping, the fighter who has escaped can launch 1 attack, the rational being that using !escape was used in lieu of an attack.

ESCAPING - Escaping a SUBMISSION HOLD or GROUND & POUND requires !escape command.

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 or GROUND & POUND. A fighter initiating a CLINCH recovers hit points for each turn the CLINCH continues using !recover (x1). The fighter receiving the CLINCH must break free using !escape. This is limited to 3 rounds of !recover during a match.

ROUNDS (optional) - Rounds are typically 10 turns each. At the end of a round each fighter recovers hit points using !recover (x2).

DISPUTES - Any disputes on the correct application of the rules are settled by a coin toss.

JUDGES DECISION – In the event an organized fight ends without a KO or submission, then the winner will be fighter with highest score.


Aine - Star of County Down (deleted member)

2020-06-30 23:14

(In reply to this)

These are great rules. Melissa Stakes and I have also experimented using targeted sites for striking and targeted sites for submission holds. As follows:
TARGETED ATTACKS USING STRIKES: For !punches, !kicks, !attacks……you can target the general hit points set at 200; or specific targets set at 50. Driving a target site to 0 does not win the fight, but gives you the following advantages:
TARGETED ATTACKS: For !punches, !kicks, !attacks……you can target the general hit points set at 200; or specific targets set at 50. Driving a target site to 0 does not win the fight, but gives you the following advantages:
1. Liver = 0, opponent gets one !damage roll on each turn that their attack is successful
2. SP = 0, you flip a coin at the end of each turn, if tails, opponent gets 4 attacks
3. Eye = 0, opponent gets an extra attack on each turn as your eye is swollen shut and you can’t see all attacks coming at you (e.g. normally 3 attacks, but if you fumble they get 4 attacks)
4. Ribs = 0, you get one less attack per turn as you have trouble launching attacks with a cracked rib

TARGET SITES FOR SUBMISSION HOLDS: Set to 50 the following target sites: neck (for chokes), arms (e.g. arm bar), legs (e.g. figure 4 leg lock). Once in a submission hold (using !hold), use !damage neck, !damage arm, !damage leg. If the neck, arm or leg are driven to 0, you are submitted (or possibly KO’d in a choke). Only submission holds can prematurely end a fight, otherwise fights end when the general hit points are driven to 0 (see below for more on submission holds).


Sarita La Bombardera Mexicana (deleted member)

2020-06-15 21:23

These rules have been adapted from Leah Morgan’s rules for MMA and have been tested many times by many people, including Melissa Stakes, Aine Troid Ban, Princess Nesrine, Anna La Diabla Negra, Charlotte, and Barbara Gordula. There are many changes from the early version of the rules, and this new set provides for a more fluid and dynamic MMA set. These include changes to fumbles, critical hits, and also incorporates many of the newer fight commands.
The fight tends to work best if you do open posting and then end your turn with the fight commands. In some instances, it might be necessary to do one move, and then determine if it was successful before moving on, because the second move depends on the success of the first.
What is created is a fusion been classical cyber and dice fights, and in my opinion, the dice commands could even be removed for a clearer presentation of the story when published. In this instance, the reader probably would not even know that this was a dice fight!
Sarita La Bombardera Mexicana

https://docs.google.com/document/d/1vn4gcPG1iIdXlyuFOsriV-eNJvfK5TOVj1xm3_sR6Ow/edit?usp=sharing