Post by [Jaiven] on Apr 11, 2010 2:42:46 GMT -5
Here at HTRYD, we have two ways of fighting, and both are complicated. It has to be in order to eliminate powerplaying. However, the one fighting style is more complicated, so I'll start with that one. That, my friend, would be the Dice Fight.
This mode will not come into play until I get the dice code programmed into the website.
Dice Fights use the dice button. It 'rolls' a dice for you and picks a random number of the specified number of sides. Default is six. For Dice Fight, we will be using the six-sided dice.
There are three types of dice rolls for a fight. Attack, defense, and counter-attack.
Let me explain the points system. If you have ever played a videogame, you will know what HP is. Hit points. In Dice Fights, each opponent has 15 hit points.
Attack Damage Points:
1 - Miss, no damage
2 - Small hit, minimum damage ( Minus 2 hp )
3 - Medium hit, some damage ( Minus 3 hp )
4 - Medium hit - some damage ( minus 4 hp )
5 - Large hit - major damage ( minus 5 hp )
6 - Critical hit - major damage ( minus * hp )
* Defense roll needed for calculation.
Attack rolls are countered by defense rolls. Say the attacker rolls a five, and the defender rolls a 4. The defense of four means that they only take one hit point of damage. The defence roll also is important for the Critical Hit. If the attacker rolls a six, and the defender rolls a two, usually that would mean the defender only takes four hit points. However because a critical hit was rolled, the defender takes eight damage, because the critical hit doubles the effect. You see what I mean by complicated?
Defense Points
1- Zero points are taken from attack
2- Two points are taken from attack
3- Three points are taken from attack
4- Four points are taken from attack
5- Five points are taken from attack
6- Attacker's attack is nulled, even a critical hit, you may now roll a counterattack.
Counter-attacks are special. You cannot roll a defense against a counter attack, however there is not a critical hit for a counter attack, and you cannot attack after you roll a counter attack.
Say the attacker rolls a four, and the defender rolls a six. The defender now can roll a counter-attack dice, and they roll a four. The attacker takes four damage, no if's, and's, or but's about it. The defender's turn ends, they cannot roll an attack dice. Attacker cannot roll a defense dice, they go straight to rolling for an attack.
Here you get to watch me roleplay with myself. Aren't you excited?
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This mode will not come into play until I get the dice code programmed into the website.
Dice Fights use the dice button. It 'rolls' a dice for you and picks a random number of the specified number of sides. Default is six. For Dice Fight, we will be using the six-sided dice.
There are three types of dice rolls for a fight. Attack, defense, and counter-attack.
Let me explain the points system. If you have ever played a videogame, you will know what HP is. Hit points. In Dice Fights, each opponent has 15 hit points.
Attack Damage Points:
1 - Miss, no damage
2 - Small hit, minimum damage ( Minus 2 hp )
3 - Medium hit, some damage ( Minus 3 hp )
4 - Medium hit - some damage ( minus 4 hp )
5 - Large hit - major damage ( minus 5 hp )
6 - Critical hit - major damage ( minus * hp )
* Defense roll needed for calculation.
Attack rolls are countered by defense rolls. Say the attacker rolls a five, and the defender rolls a 4. The defense of four means that they only take one hit point of damage. The defence roll also is important for the Critical Hit. If the attacker rolls a six, and the defender rolls a two, usually that would mean the defender only takes four hit points. However because a critical hit was rolled, the defender takes eight damage, because the critical hit doubles the effect. You see what I mean by complicated?
Defense Points
1- Zero points are taken from attack
2- Two points are taken from attack
3- Three points are taken from attack
4- Four points are taken from attack
5- Five points are taken from attack
6- Attacker's attack is nulled, even a critical hit, you may now roll a counterattack.
Counter-attacks are special. You cannot roll a defense against a counter attack, however there is not a critical hit for a counter attack, and you cannot attack after you roll a counter attack.
Say the attacker rolls a four, and the defender rolls a six. The defender now can roll a counter-attack dice, and they roll a four. The attacker takes four damage, no if's, and's, or but's about it. The defender's turn ends, they cannot roll an attack dice. Attacker cannot roll a defense dice, they go straight to rolling for an attack.
Here you get to watch me roleplay with myself. Aren't you excited?
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