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What does everyone think of a Dueling Club?
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<blockquote data-quote="AngelBlade" data-source="post: 2559061"><p>Okay, this is a rough draft for some ISRP dueling club rules loosely based on D20 rules.</p><p></p><p>A new player gets 40pts to begin with. Everyone is assumed to start with an AC of 10 and 50 hit points. They also have a basic 1d6 Melee attack and a basic Magic attack of 1d6. The 40 pts are spent buying upgrades or bonuses. The vital stats are as follows:</p><p></p><p>Attack bonus</p><p>Armor class</p><p>Damage bonus</p><p>Magic Attack bonus</p><p>Magic Resistance bonus</p><p></p><p>Initiative</p><p></p><p>Hit Points</p><p></p><p>Melee Damage</p><p>Magic Damage</p><p></p><p></p><p>To upgrade any of the following costs 10 pts. Every 10 pts spent grants you a +1 in either, Attack bonus, Armor class, Damage bonus, Magic Attack bonus, or Magic Resistance bonus. (no limit)</p><p></p><p>10 pts spent on Initiative will raise your bonus +2. (max +10)</p><p></p><p>5 Hit Points can be bought for 10pts. (no limit)</p><p></p><p>Both Melee and Magic Damage start out as 1d6. spending 10 pts on either of these will raise the bonus one level, e.g. 1d6 to 1d8, 1d8 to 1d10, 1d10 to 1d12. (d12 is the max)</p><p></p><p></p><p>Game Play</p><p></p><p>These rules are loosley based on D20. All encounters must be scheduled and overseen by a designated DM, in a combat room. (Arena or Clearing)</p><p></p><p>Both combatants role initiative using the online dice roller. They add whatever Initiative bonus they have per their character.</p><p></p><p>Whoever wins initiative attacks first.</p><p></p><p>For a melee attack, the D20 is rolled and any bonuses to hit are added. If the attacker beats or ties the defenders AC, the attacker then rolls for damage. A natural 20 is always a hit and a critical threat. The attacker would roll to beat the AC a second time, if he does, he would then roll twice the damage dice (but not double the damage bonus). A natural 1 is always a miss, the attacker must roll a D20 again, if a second 1 is rolled the attacker must roll damage on himself, including damage bonus.</p><p></p><p>A Magic attack is an opposed roll. The Caster rolls a D20 and adds any Magic attack bonus, the defender must then roll an opposed roll, adding any Magic Resistance bonuses. If the Caster beats or ties the defender’s roll, the Caster rolls for damage.</p><p></p><p>The order progresses for 3 rounds, then Initiative is rolled again, for the next 3 rounds.</p><p></p><p>There is no range in this combat.</p><p></p><p>Remember that this is a rules-light form that will hopefully be easy to play. Every player is encouraged to add his own Free-form descriptions to the action. But this way, everyone involved knows what is a hit and what is a miss. Everyone knows exactly how much damage was done when there is a hit. Since this is freeform, the descriptions don’t have to exactly match the stats…. e.g. “I’m wearing admantium dragon scale plate armor of fire resistance”, this person might still only have an Armor class of 12, and any roll of 12 or better will hit his super-armor. The same applies for magic. This will be combat magic only, and can take the shape of whatever form the Caster would like, fireballs, ice shards, lightning, so on and so forth. Elemental resistance might be added later in the game.</p><p></p><p>Since this is a duel, any player falling below 0 hit points will fall unconsious and disappear. There will be no permanent death unless both sides of the duel agree to it.</p><p></p><p>Progression. At the end of every dueling session, progression points will be awarded. 10pts are awarded to the victor, and 5pts to the loser. These points can then be spent on upgrading your character. Also, every victory, or every two losses will count towards an Effective Level. So in theory, a person that has had 3 victories will be about as strong as someone who has had 6 losses. Both players would be considered Effective level 3.</p><p></p><p>I will be keeping a master list of the players and their respective stats. The DM should confirm the stats of each player before any duels.</p><p></p><p>Okay, I’m putting this all out here on the board to see what kind of interest I get. Feel free to make any suggestions (or flaming) needed. Please remember that I’m trying to keep this in the spirit of freeform, but without the god-moding. Oh, and don’t ask why I’m trying this, I don’t know myself.</p><p></p><p>I'm also looking for maybe 6 to 10 test players. Please let me know if you're interested.</p><p></p><p>Thanks.</p><p></p><p>Angelblade.</p><p></p><p><img src="http://www.enworld.org/forum/images/smilies/angel.png" class="smilie" loading="lazy" alt=":angel:" title="Angel :angel:" data-shortname=":angel:" /> :fight!:</p></blockquote><p></p>
[QUOTE="AngelBlade, post: 2559061"] Okay, this is a rough draft for some ISRP dueling club rules loosely based on D20 rules. A new player gets 40pts to begin with. Everyone is assumed to start with an AC of 10 and 50 hit points. They also have a basic 1d6 Melee attack and a basic Magic attack of 1d6. The 40 pts are spent buying upgrades or bonuses. The vital stats are as follows: Attack bonus Armor class Damage bonus Magic Attack bonus Magic Resistance bonus Initiative Hit Points Melee Damage Magic Damage To upgrade any of the following costs 10 pts. Every 10 pts spent grants you a +1 in either, Attack bonus, Armor class, Damage bonus, Magic Attack bonus, or Magic Resistance bonus. (no limit) 10 pts spent on Initiative will raise your bonus +2. (max +10) 5 Hit Points can be bought for 10pts. (no limit) Both Melee and Magic Damage start out as 1d6. spending 10 pts on either of these will raise the bonus one level, e.g. 1d6 to 1d8, 1d8 to 1d10, 1d10 to 1d12. (d12 is the max) Game Play These rules are loosley based on D20. All encounters must be scheduled and overseen by a designated DM, in a combat room. (Arena or Clearing) Both combatants role initiative using the online dice roller. They add whatever Initiative bonus they have per their character. Whoever wins initiative attacks first. For a melee attack, the D20 is rolled and any bonuses to hit are added. If the attacker beats or ties the defenders AC, the attacker then rolls for damage. A natural 20 is always a hit and a critical threat. The attacker would roll to beat the AC a second time, if he does, he would then roll twice the damage dice (but not double the damage bonus). A natural 1 is always a miss, the attacker must roll a D20 again, if a second 1 is rolled the attacker must roll damage on himself, including damage bonus. A Magic attack is an opposed roll. The Caster rolls a D20 and adds any Magic attack bonus, the defender must then roll an opposed roll, adding any Magic Resistance bonuses. If the Caster beats or ties the defender’s roll, the Caster rolls for damage. The order progresses for 3 rounds, then Initiative is rolled again, for the next 3 rounds. There is no range in this combat. Remember that this is a rules-light form that will hopefully be easy to play. Every player is encouraged to add his own Free-form descriptions to the action. But this way, everyone involved knows what is a hit and what is a miss. Everyone knows exactly how much damage was done when there is a hit. Since this is freeform, the descriptions don’t have to exactly match the stats…. e.g. “I’m wearing admantium dragon scale plate armor of fire resistance”, this person might still only have an Armor class of 12, and any roll of 12 or better will hit his super-armor. The same applies for magic. This will be combat magic only, and can take the shape of whatever form the Caster would like, fireballs, ice shards, lightning, so on and so forth. Elemental resistance might be added later in the game. Since this is a duel, any player falling below 0 hit points will fall unconsious and disappear. There will be no permanent death unless both sides of the duel agree to it. Progression. At the end of every dueling session, progression points will be awarded. 10pts are awarded to the victor, and 5pts to the loser. These points can then be spent on upgrading your character. Also, every victory, or every two losses will count towards an Effective Level. So in theory, a person that has had 3 victories will be about as strong as someone who has had 6 losses. Both players would be considered Effective level 3. I will be keeping a master list of the players and their respective stats. The DM should confirm the stats of each player before any duels. Okay, I’m putting this all out here on the board to see what kind of interest I get. Feel free to make any suggestions (or flaming) needed. Please remember that I’m trying to keep this in the spirit of freeform, but without the god-moding. Oh, and don’t ask why I’m trying this, I don’t know myself. I'm also looking for maybe 6 to 10 test players. Please let me know if you're interested. Thanks. Angelblade. :angel: :fight!: [/QUOTE]
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