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Post by Retasu on Jan 14, 2017 19:11:38 GMT -5
Fighting with dice has been an age old mechanic in roleplaying for decades. From their conception in real life table top RPing games (D&D) to their online counterparts. Dice is the driving factor in how a battle is determined here in DBU. As most fights in RP, battles here are turn based. The winner of the battle is determined once the amount of Hit Points, or HP, is maxed out on one, or in some instances all of the fighters. Please see the below steps for an accurate representation of how a dice battle will take place here in DBU, as it has taken place in the past before it.
- Each character will make their introductory post. Within said post, characters must use the dice plugin (it is the last button at the top, with the picture of a single die in it) and roll their init dice. Once they click on the icon, they will be presented with a popup, within that text box is where you would post your init dice. The character with the higher introductory roll with get the first strike in the battle. In the event of the same roll, the combatants will continue to roll their init dice until someone gets the higher roll, or one combatant concedes the right to go first.
- More on Init Dice: Most characters do not have a racial trait for a higher init roll. Those who do not have the racial bonus will roll 1d100 while those WITH the racial bonus will roll 1d125 (as per their thread on the Species Board), not counting the use of the Speed Boost item.
- The character that goes first will make their attacking post. While we do not expect a novel to be written, as the damage is based on the roll of the dice, a few hundred words or more is greatly encouraged in at least making the post enjoyable for all parties involved, and those spectating, to read. Within the post, the player will once again click the dice icon and insert their dice to be rolled. Type your dice as it's shown in your mini-profile to the left. If your dice are 3d20, type that. If they are 4d100, type that. The plugin recognizes the verbiage of "xdx" to denote the amount of dice you are using and their sides. Because we do not allow deleting of posts, if your roll is incorrect, you must wait for an admin or moderator to update the post to roll the correct dice for you. It is VERY important to roll the correct dice at all times. MAKE SURE THAT YOUR DICE ARE CORRECT IN THE PLUGIN BEFORE POSTING AT ALL TIMES.
- Combatants must keep score on their own, or in cases where both participants are okay with ONE person keep score, that designated person must be the score keeper throughout the entire match, barring any extreme circumstances / situations.
- Both characters start with the appropriate GP, or Genki Points. GP is what will be needed to use your Special Attacks, as well as some racial abilities, and charging attacks. All species start with a base of 6GP. When GP is used they do not automatically replenish on their own.
- Attacks can be charged at the cost of 1 GP, in the case of Special Attacks it will be one ADDITIONAL GP. Attacks can only be charged once per attacking turn. When an attack is charged your attacking roll is increased by 10%. Charging up any attack takes up one attacking turn, giving your opponent the edge. If they attack you during a charge, and roll doubles, the charge is dropped. Dodging and Blocking Attacks CANNOT be charged.
- The battle will continue, turn based style, until one character hits the maximum HP for the fight. At that point, the thread will be put up for grading and a moderator will properly grade the EXP for the winner and loser, updating their dice if need be.
- The Doubles Rule: If a character rolls doubles on their initial attack, they are allowed a follow up attack with just their base attacking dice. No offensive enhancers or special attacks allowed. Also, if doubles are rolled on their follow up, they cannot follow up for a second time. Only one follow up attack per original attacking post.
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Post by Retasu on Jan 15, 2017 17:18:21 GMT -5
Dice Fighting Etiquette
Below are just some general rules of etiquette when it comes to RPing with dice. One can also use this as an overall guideline of RP etiquette if they wanted to, as well. - I'm not sure how to accurately take the damage that was dealt to me!: No worries. This is a situation that arises a lot, typically with new members that have never used dice before. While some damage may be as small as 1pt or upwards to 15+ points, take the entire situation into consideration. What is the difference in your powers / dice? How does the damage you've taken stack up against your total HP? How much damage have you taken overall in the fight? There are lots of tangible things one can use to determine just how the fight is effecting their character.
- How long is long enough to wait for someone to respond?: A lot of people have different views on this, but I think it'd be best to follow the guidelines here in order to keep threads / posts running smoothly. While things can vary as far as non-dice / battle threads, there is a minimum of a 3 Day wait for any dice battle before the person can be skipped. Even in 1v1 Spars, the person can be skipped and the other opponent can go. If the person skipped is also keeping score, a staff member can be asked to step in and take control of proctor duties. If a person is skipped 3 times in a row (roughly 9 days) then they are eliminated from the match. In the event of a Mass Spar they are removed so the others can continue to fight, in a 1v1 they are brought to their Max HP and the match is over. Keep in mind, this at the discretion of the other opponent(s). IRL happens, but use whatever means of communication you have in order to let people know they your availability issues so everyone can plan accordingly.
- More to be added later ...
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Post by Retasu on Sept 25, 2017 21:26:40 GMT -5
The Forfeit Rule
Matches that end in a forfeit can be viewed in various situations, which in turns tasks the staff to make some difficult decisions. Generally, we have some rules as to how we look at forfeits and what the reward outcome should be.
If a challenger forfeits a match when they have hit 80% of their max HP, for example a challenger with 1,000 Max HP forfeits after taking a total of 800 damage, then they will get reduced LOSING gains from the match. The reduction will be at Staff's discrepancy, as every situation may be different. It may be a willing forfeit, or OOCly you've been skipped / inactive and there was no other choice but to abruptly end the thread/match. It all relies on the members of staff and their decisions. They may choose to only give you as much EXP that equals your opponent's dice sides (which would technically be the bare minimum). It will ultimately be up to the staff to decide.
The winner will gain full winner's EXP as per normal, but any items that they use will be taken away as per usual as well. Considering an opponent that has been brought to 80% of their max HP is basically at the end of their rope, a near full match has taken place regardless of the actual ending.
If a challenger forfeits for any reasons when they are below 80% of their max HP then they will get no gains at all for losing the match. Any items they have used will not be returned to them as well. Again, the winner gets the usual EXP reward as well as being refunded any items they used that would have been taken away at the end of the match.
If a forfeit happens in a Death Match the rules above apply the same HOWEVER the winner is allowed to make a choice. They can INSTANTLY KILL (or absorb if applicable) their opponent in order to receive the Death Match level rewards. If they choose to spare the challenger for any reason they will get the rewards for a regular type of match.
A winner can choose to use their 2x Gains Token for either scenario, but obviously no matter the threshold they will not get it back.
There are some exceptions to this rule, such as site wide events, i.e. The Tenkaichi Budokai/World Martial Arts Tournament.
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