Battling dice roll system (OPTIONAL)
Jan 28, 2022 16:11:24 GMT
Post by Winter on Jan 28, 2022 16:11:24 GMT
This is the information for the optional dice-roll system for battling. It is intended to make fight scenes more fun, interesting, and fair but is also entirely optional, except for in these circumstances:
-A duel for the throne
-A tribewide battle where it is a requirement
-Before a dragonet is 4, their speed is -2 and their strength is -3 with a hit point score of 8. 1-year-old dragonets have a hit point score of 3
-Dragonets 4-6 years old have personalized skill points, but they must add up to -2 and the strength factor cannot be more than 1 point higher than the speed (eg. +1 speed and -3 strength. 1 - 3 = -2. or -1 strength and -1 speed, -1 + -1 = -2) their hit point score is 15
-7-year-olds must have skill points that add up to 0 (eg. +2 strength -2 speed 2 - 2 = 0) and a hit point score of 20
-Every 5 years after 7 dragons may either add one point to their strength or speed or 2 to their hit point score. Strength and speed max out at +8 and a combined number of 12, so a dragon with +8 speed and +2 strength could still add to his/her strength until it's at +4 because 8 + 4 = 12 but he/she could not add to his/her speed factor as it was already maxed out.
-You can calculate your dodging ability (DA) by taking 4 and adding your speed points (if your speed skill is in the negatives, subtract)
-RainWings get a +1 bonus to speed and a -1 debuff to strength OR a +1 bonus to speed and a -2 debuff to hit points (applicable at all stages of life)
-After every 5-10 training sessions or a training event for a specific skill (speed, strength, hit points) your character may gain an extra point(s) for that skill, depending on what was previously set as the reward by the trainer
-A duel for the throne
-A tribewide battle where it is a requirement
Every dragon must have their fighting stats submitted with the character info to be accepted
All battling is done with a 1-10 die roll
Setting your character's skill points
There are three character-specific numbers which every character has, called skill points. These are set by the player in compliance to the following roles. There are three types, speed, strength, and hit points. -Before a dragonet is 4, their speed is -2 and their strength is -3 with a hit point score of 8. 1-year-old dragonets have a hit point score of 3
-Dragonets 4-6 years old have personalized skill points, but they must add up to -2 and the strength factor cannot be more than 1 point higher than the speed (eg. +1 speed and -3 strength. 1 - 3 = -2. or -1 strength and -1 speed, -1 + -1 = -2) their hit point score is 15
-7-year-olds must have skill points that add up to 0 (eg. +2 strength -2 speed 2 - 2 = 0) and a hit point score of 20
-Every 5 years after 7 dragons may either add one point to their strength or speed or 2 to their hit point score. Strength and speed max out at +8 and a combined number of 12, so a dragon with +8 speed and +2 strength could still add to his/her strength until it's at +4 because 8 + 4 = 12 but he/she could not add to his/her speed factor as it was already maxed out.
-You can calculate your dodging ability (DA) by taking 4 and adding your speed points (if your speed skill is in the negatives, subtract)
EXEPTIONS
-MudWings get a +1 bonus to strength and a -1 debuff to speed (applicable at all stages of life)-RainWings get a +1 bonus to speed and a -1 debuff to strength OR a +1 bonus to speed and a -2 debuff to hit points (applicable at all stages of life)
-After every 5-10 training sessions or a training event for a specific skill (speed, strength, hit points) your character may gain an extra point(s) for that skill, depending on what was previously set as the reward by the trainer
Attacking
When a dragon attacks his/her opponent, he/she will roll to see if the attack hits or not, adding his/her speed score (if it's negative, subtract) unless the attack is a breath attack (like fire). If the resulting number is higher than the target's predetermined dodging ability (DA) number, you hit. If not, you miss. If the number is equal to the target's DA, the damage done is halved.
If you hit, you roll for the damage done, adding your strength bonus (unless the attack is a breath attack). The resulting number is subtracted from the victim's hit point score, unless the victim successfully blocks.
If the attacker hits, the victim of the attack has the option to try to block if it makes sense in the situation. If the roll is higher than 5, the damage done by the attack is halved. If the original damage is an odd number, take the larger number. 7 would become 4, 11 would become 6, and so on.
Pinning is a bit different, as it does not reduce hit points. The attacker will attempt to pin the victim and roll, adding his/her strength bonus to the resulting number. The victim will roll as well, adding either his/her strength or speed modifier to the rolled number. Whichever roll is higher wins.
Once one dragon reaches 0 hit points, he/she faints. Once a dragon is at half his/her hit points, he/she should begin to show signs of exhaustion
Extra
Please do not use this to make fight scenes more boring. I don't want to be seeing whatever this is in rp threads
She attacks (roll)
((roll) +2 damage if attack hits)
He tries to block (roll)
This is quite possibly the dullest fight I have ever seen, and it completely defeats the purpose of this system. Use the randomization to your advantage! Add some color! This system is meant to add a bit of chance into the mix as a prompt for the roleplayers to use. Please do not feel limited by the rules either! If your character is trying to knock another dragon out of the sky, use the dice! If your dragon is hunting, use the dice! If you ever feel like rolling will take away from a scene, do not roll.
Also, use speed and strength in ways that make sense. If your character is trying to dodge an attacker who's trying to pin him/her, use the speed modifier. If your character is trying to use brute force to keep the attacker off, use strength. Don't just use whichever one is higher.
When a dragon attacks his/her opponent, he/she will roll to see if the attack hits or not, adding his/her speed score (if it's negative, subtract) unless the attack is a breath attack (like fire). If the resulting number is higher than the target's predetermined dodging ability (DA) number, you hit. If not, you miss. If the number is equal to the target's DA, the damage done is halved.
If you hit, you roll for the damage done, adding your strength bonus (unless the attack is a breath attack). The resulting number is subtracted from the victim's hit point score, unless the victim successfully blocks.
If the attacker hits, the victim of the attack has the option to try to block if it makes sense in the situation. If the roll is higher than 5, the damage done by the attack is halved. If the original damage is an odd number, take the larger number. 7 would become 4, 11 would become 6, and so on.
Pinning is a bit different, as it does not reduce hit points. The attacker will attempt to pin the victim and roll, adding his/her strength bonus to the resulting number. The victim will roll as well, adding either his/her strength or speed modifier to the rolled number. Whichever roll is higher wins.
Once one dragon reaches 0 hit points, he/she faints. Once a dragon is at half his/her hit points, he/she should begin to show signs of exhaustion
Extra
Please do not use this to make fight scenes more boring. I don't want to be seeing whatever this is in rp threads
She attacks (roll)
((roll) +2 damage if attack hits)
He tries to block (roll)
This is quite possibly the dullest fight I have ever seen, and it completely defeats the purpose of this system. Use the randomization to your advantage! Add some color! This system is meant to add a bit of chance into the mix as a prompt for the roleplayers to use. Please do not feel limited by the rules either! If your character is trying to knock another dragon out of the sky, use the dice! If your dragon is hunting, use the dice! If you ever feel like rolling will take away from a scene, do not roll.
Also, use speed and strength in ways that make sense. If your character is trying to dodge an attacker who's trying to pin him/her, use the speed modifier. If your character is trying to use brute force to keep the attacker off, use strength. Don't just use whichever one is higher.