wolfpunk
First Post
Hmm, ok just off the top of my head, here are some things you need to keep in mind.
A lot of boxing is in the set-up, getting the proper distance from your opponent, luring them into throwing a big punch that you counter, or just leading into your own power punch, or combination. Also remember the crowd is watching a cheering.
I suspect the armor classes are quite a bit lower, and so a lot of things that add to attack bonus are not as valuable, so what I would do, opposed to hit and defense rolls, both players roll 1d20 one for the attack and one for defense.
Remember the Bluff skill, use your round to set your opponent up on your next action. A successful Bluff can add +2 to hit.
How about adding the crowd into it. A successful Perform skill gets the crowd on your side. You get a +2 to damage while the crowd is in your favor. This is opposed as well, but you have a couple of factors that add into the bonuses.
Perform ranks
Charisma ranks
+1 if you are a reigning champion
+1 if you are a house favorite
+1 if you are the underdog and you land a two or more hit combo
+1 for each time you knock your opponent down
-1 for each time you hit your opponent below the belt
Also Intimidate, use a taunt
Add +2 to hit. Or +3 if you use it right after landing a two or more hit combo.
If you have rounds, then a successful Heal check by your cutman can heal 1d6 damage.
Performing a combination: If you score higher than your opponent by five or more when attacking you may roll again to begin a combination, if you score higher than your opponent by five or more, you roll again to continue the combination.
Performing a counter-attack: If you score higher than your opponent by five or more when defending against an attack, you may roll to counter-attack. If you score higher than your opponent by five or more, you may begin a combination.
A lot of boxing is in the set-up, getting the proper distance from your opponent, luring them into throwing a big punch that you counter, or just leading into your own power punch, or combination. Also remember the crowd is watching a cheering.
I suspect the armor classes are quite a bit lower, and so a lot of things that add to attack bonus are not as valuable, so what I would do, opposed to hit and defense rolls, both players roll 1d20 one for the attack and one for defense.
Remember the Bluff skill, use your round to set your opponent up on your next action. A successful Bluff can add +2 to hit.
How about adding the crowd into it. A successful Perform skill gets the crowd on your side. You get a +2 to damage while the crowd is in your favor. This is opposed as well, but you have a couple of factors that add into the bonuses.
Perform ranks
Charisma ranks
+1 if you are a reigning champion
+1 if you are a house favorite
+1 if you are the underdog and you land a two or more hit combo
+1 for each time you knock your opponent down
-1 for each time you hit your opponent below the belt
Also Intimidate, use a taunt
Add +2 to hit. Or +3 if you use it right after landing a two or more hit combo.
If you have rounds, then a successful Heal check by your cutman can heal 1d6 damage.
Performing a combination: If you score higher than your opponent by five or more when attacking you may roll again to begin a combination, if you score higher than your opponent by five or more, you roll again to continue the combination.
Performing a counter-attack: If you score higher than your opponent by five or more when defending against an attack, you may roll to counter-attack. If you score higher than your opponent by five or more, you may begin a combination.