Duel Rules for Sparring Matches!
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Duel Rules for Sparring Matches!
Good Evening/morning/day, boys and girls. Its time to learn about the Roll System!
This Roll System is how matters pertaining to Guild Ranks, Sparring Matches and Agni Kais held by the Path of War be handled, to keep it short, sweet, entertaining for the spectators, and easy to keep tempers low.
RULE 1--Let's take turns!
Roll dueling is a turn by turn basis. Who goes first can be settled by the characters ICly, or by a preliminary roll. Observe.
Bob Troll and Tim Troll are sparring. Tim Troll, a Champion, allows Bob Troll to go first, as he is teaching Bob Troll. Bob Troll will roll first.
IF THERE IS A SQUABBLE OVER WHO GOES FIRST, /roll. Whoever gets the higher roll goes first.
RULE 2--The 50 Rule.
All rolls 50 and above are successive hits. Period. For example:
Bob Troll swings a punch at Tim Troll's face with his right hand. Bob uses /roll, and rolls 50.
This is, what we call, a successive hit. Bob Troll has managed to punch Tim Troll's face.
HOWEVER. Yes, Bob Troll hit, BUT IT IS TIM TROLL'S DECISION ON HOW IT EFFECTS HIM. This is where fair RP comes into play, and being an RP guild, I'm hoping we can all fairly judge our characters and their abilities.
Pretty simple so far, right? Stay with me!
RULE 3--Numeric Value
How high or how low your roll depends on how big or small your success or failure is. For example--
Tim Troll takes the punch to his face, spinning to the left. He kicks his leg behind himself to knock Bob Troll off his feet. Tim Troll rolls a 6
Tim Troll can ask for a chance to RP his amazing failure. Bob Troll, for the purposes of this, allows him to.
Tim Troll misses dramatically, in fact throwing himself off his center of gravity, and falling on his face.
Even though Tim just practically hurt himself, it is still Bob's turn. These numerical mishaps or megastrikes add flavor to the RP. The Element of Surprise is a wonderful thing.
RULE 4-- Finishing the Duel
The Duel ends when either both players agree to finish. This can be because the players are tired, its a draw, or if a string of amazing successive hits just beat the crap out of one of the characters and the player doesn't want their poor Troll to be in the hospital.
Simple, easy, and gives a fair, numerical basis for RP combat.
I hope these rules make sense, and that you have fun RP dueling!
This Roll System is how matters pertaining to Guild Ranks, Sparring Matches and Agni Kais held by the Path of War be handled, to keep it short, sweet, entertaining for the spectators, and easy to keep tempers low.
RULE 1--Let's take turns!
Roll dueling is a turn by turn basis. Who goes first can be settled by the characters ICly, or by a preliminary roll. Observe.
Bob Troll and Tim Troll are sparring. Tim Troll, a Champion, allows Bob Troll to go first, as he is teaching Bob Troll. Bob Troll will roll first.
IF THERE IS A SQUABBLE OVER WHO GOES FIRST, /roll. Whoever gets the higher roll goes first.
RULE 2--The 50 Rule.
All rolls 50 and above are successive hits. Period. For example:
Bob Troll swings a punch at Tim Troll's face with his right hand. Bob uses /roll, and rolls 50.
This is, what we call, a successive hit. Bob Troll has managed to punch Tim Troll's face.
HOWEVER. Yes, Bob Troll hit, BUT IT IS TIM TROLL'S DECISION ON HOW IT EFFECTS HIM. This is where fair RP comes into play, and being an RP guild, I'm hoping we can all fairly judge our characters and their abilities.
Pretty simple so far, right? Stay with me!
RULE 3--Numeric Value
How high or how low your roll depends on how big or small your success or failure is. For example--
Tim Troll takes the punch to his face, spinning to the left. He kicks his leg behind himself to knock Bob Troll off his feet. Tim Troll rolls a 6
Tim Troll can ask for a chance to RP his amazing failure. Bob Troll, for the purposes of this, allows him to.
Tim Troll misses dramatically, in fact throwing himself off his center of gravity, and falling on his face.
Even though Tim just practically hurt himself, it is still Bob's turn. These numerical mishaps or megastrikes add flavor to the RP. The Element of Surprise is a wonderful thing.
RULE 4-- Finishing the Duel
The Duel ends when either both players agree to finish. This can be because the players are tired, its a draw, or if a string of amazing successive hits just beat the crap out of one of the characters and the player doesn't want their poor Troll to be in the hospital.
Simple, easy, and gives a fair, numerical basis for RP combat.
I hope these rules make sense, and that you have fun RP dueling!
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