Dueling Rules
Mar 17, 2019 14:33:55 GMT -5
Post by Nature Boy on Mar 17, 2019 14:33:55 GMT -5
DUELS
A duel is a one-on-one battle between two characters that can occur during battle or other roleplay situations. A duel will last ten rounds or until one of the combatants hits zero Hit Points. The character with higher initiative will act first in the duel, and characters are given a number of Action Points (AP) to perform special Duel Tactics in combat. When a duel occurs, ten rounds of duel tactics will be submitted to an admin to run the duel. If no tactics are submitted, all rounds will be Normal Attacks. After each round of combat, each duelist regains 5 AP. Duel tactics are given a roll modifier of Strength/20 (unless otherwise specified). A duel initiated from the Duel battle tactic can be declined by the challenged character. Duels also have a chance to occur in battle with certain tactics (Ambush, Charge and Raid). If a duel occurs in battle, battle will halt until the duel is resolved. A completed duel in battle will result in a +/-5 swing in morale (Winner/Loser respectively for all units), while a declined duel will result in a +/-1 morale swing (Challenger/Challenged).
Each stat of a duel is determined as such:
Health (HP) = Str + 20
Damage = Str / 8
Initiative (Init) = Str + Int
Action Points (AP) = Str/2 + 50
Every normal attack has a chance 15% Chance to miss and a 10% Chance to score a critical hit. A critical hit deals double damage and injures the opponent.
DUEL TACTICS
Bide (0) - Forgo attacking for a round to regain 30 AP.
*Disarm (25) - Remove a random item from opponent. Check of 16
Dodge (20) - Dodge the enemies attack, expending any AP they used that round. Check of 14
Double Attack (30) - Attack two times in a single round. Second attack has a higher miss chance. Check of 15.
Escape (5) - Attempt to flee the duel. Check of 12, Bonus from Escape Artist.
*Feint (20) - Deal less damage this round and increase the chance of a critical hit next round. Cha Based check of 16.
*Guard (10) - Gain damage reduction for two rounds.
Headshot (30) - Strike the enemies head, lowering their AP. Check of 18.
Low Blow (25) - Give opponent a cheap shot, lowering their Initiative. Int based check of 14.
*Mortal Strike (40) - A high damage attack with chance for high injury. Check of 18.
Normal Attack (0) - A normal attack.
*Parry (30) - Block opponent’s attack, opponent does not expend that turns AP. Check of 17.
Power Attack (20) - A strong attack that deal double damage. Check of 17.
Rend (25) - A normal attack that deals injury. Check of 17.
Shift (5) - Switch to another dueling stance.
Taunt (25) - Enrage opponent, causing their miss chance and damage to increase. Cha based check of 15
*Require Weapon Master Skill.
DUEL STANCES
Aggressive - Deal more damage, but have higher chance to miss
Defensive - Take less damage, lower crit range
Normal - No bonuses or penalties
Precise - Increase crit range, take more damage
EXAMPLE DUEL TACTICS
A duel is a one-on-one battle between two characters that can occur during battle or other roleplay situations. A duel will last ten rounds or until one of the combatants hits zero Hit Points. The character with higher initiative will act first in the duel, and characters are given a number of Action Points (AP) to perform special Duel Tactics in combat. When a duel occurs, ten rounds of duel tactics will be submitted to an admin to run the duel. If no tactics are submitted, all rounds will be Normal Attacks. After each round of combat, each duelist regains 5 AP. Duel tactics are given a roll modifier of Strength/20 (unless otherwise specified). A duel initiated from the Duel battle tactic can be declined by the challenged character. Duels also have a chance to occur in battle with certain tactics (Ambush, Charge and Raid). If a duel occurs in battle, battle will halt until the duel is resolved. A completed duel in battle will result in a +/-5 swing in morale (Winner/Loser respectively for all units), while a declined duel will result in a +/-1 morale swing (Challenger/Challenged).
Each stat of a duel is determined as such:
Health (HP) = Str + 20
Damage = Str / 8
Initiative (Init) = Str + Int
Action Points (AP) = Str/2 + 50
Every normal attack has a chance 15% Chance to miss and a 10% Chance to score a critical hit. A critical hit deals double damage and injures the opponent.
DUEL TACTICS
Bide (0) - Forgo attacking for a round to regain 30 AP.
*Disarm (25) - Remove a random item from opponent. Check of 16
Dodge (20) - Dodge the enemies attack, expending any AP they used that round. Check of 14
Double Attack (30) - Attack two times in a single round. Second attack has a higher miss chance. Check of 15.
Escape (5) - Attempt to flee the duel. Check of 12, Bonus from Escape Artist.
*Feint (20) - Deal less damage this round and increase the chance of a critical hit next round. Cha Based check of 16.
*Guard (10) - Gain damage reduction for two rounds.
Headshot (30) - Strike the enemies head, lowering their AP. Check of 18.
Low Blow (25) - Give opponent a cheap shot, lowering their Initiative. Int based check of 14.
*Mortal Strike (40) - A high damage attack with chance for high injury. Check of 18.
Normal Attack (0) - A normal attack.
*Parry (30) - Block opponent’s attack, opponent does not expend that turns AP. Check of 17.
Power Attack (20) - A strong attack that deal double damage. Check of 17.
Rend (25) - A normal attack that deals injury. Check of 17.
Shift (5) - Switch to another dueling stance.
Taunt (25) - Enrage opponent, causing their miss chance and damage to increase. Cha based check of 15
*Require Weapon Master Skill.
DUEL STANCES
Aggressive - Deal more damage, but have higher chance to miss
Defensive - Take less damage, lower crit range
Normal - No bonuses or penalties
Precise - Increase crit range, take more damage
EXAMPLE DUEL TACTICS
Carson Fay 73*-80-60-40-50 Charge, Drill, Leader, Weapon Master, Valor
Hit Points; 100
Initiative; 140
AP; 80
Base Damage; 10.0
Starting Stance; Defensive
1. Disarm
2. Power Attack
3. Rend
4. Guard
5. Double Attack
6. Normal Attack
7. Power Attack
8. Normal Attack
9. Normal Attack
10. Normal Attack
Escape if under 15 HP
Hit Points; 100
Initiative; 140
AP; 80
Base Damage; 10.0
Starting Stance; Defensive
1. Disarm
2. Power Attack
3. Rend
4. Guard
5. Double Attack
6. Normal Attack
7. Power Attack
8. Normal Attack
9. Normal Attack
10. Normal Attack
Escape if under 15 HP