1) You may join at any time by posting /in.
2) To gain levels, you must gain experience. To gain experience, you must kill monsters. To kill monsters, you must use the dice tag in accordance with the next section.
3) As you gain levels, you may gain new ways to play.
4) This isn't a game where people rules-lawyer. I have the right to make exceptions to the rules, provided they are within reason.
5)
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[room]Level up: Dice-Rolling Fighting Game[/room]
(Just copy-paste this into the lobby and then click on the link. Alternatively, you can copy-paste the text in-between the room tags and join the room by pasting that into the "Enter Channel Name" field of Site Chat.)
6)
Post 1: Current player statuses.
Post 2: Current monster statuses.
Post 3: Level-up information.
Post 5: Spells and skills list.
Post 7: Glossary.
Post 9: Heroic Feats.
1) All players start at level one.
2) Your level determines how many attack dice you have, how many defense dice you have, and how many hitpoints you have.
3) I determine the levels, attack dice, defense dice, hitpoints, and experience of monsters. I will do my best to keep the game reasonable, but I'm no expert at balancing.
4) All dice are either 3-sided, 4-sided, 6-sided, or 8-sided.
5) At level one, players start with 10 HP and 1d6 attack dice. They possess no defense dice.
6) When a group of monsters is defeated, all players that participated in attacking split the total XP of the group.
7) If there are currently multiple monsters, players may choose which monster to attack. Likewise, I get to choose who the monsters attack (though they will prioritize targets that attack them first).
8. (To attack, just roll the dice as appropriate. If there are multiple enemies, you need to name specifically what you are targeting.)
1) To determine the amount of damage dealt to you or a monster, add up the values of the attack dice and the defense dice. If the total of the defense dice exceeds that of the attack dice, the target successfully defends against the attack. Otherwise, the target loses an amount of HP equal to the difference between the two.
2) If a monster's hitpoints reaches zero or less, the monster dies and experience is awarded.
3) If a player's hitpoints that was above 1 HP before the attack drops to 1 HP or lower after an attack, they are left with 1 HP.
4) If a player sustains damage at 1 HP, they die. If they reached a checkpoint level, they can re /in at that level. Otherwise, they must re-/in as a level one character.
5) Spells require a separate defense roll from normal attacks (if applicable).
6) At the end of a battle (unless otherwise specified), all players with 1 HP regain 1 HP, and all players that have died may revive at the last checkpoint level they reached.
7) You must wait at least 3 rounds (i.e.: the enemies get to attack three times) or until the end of the battle (whichever comes first) before reviving at the last checkpoint level you've reached.
1) A round is defined as the combination of the players' turns and the enemies' turns. A round ends once every action for the round has been resolved.
2) For players, a minimum of three players must make actions before a round ends. A single player (unless otherwise specified) cannot make more than one action each round. After the third player makes an action, there is approximately a 30-minute delay from that time in which additional players can make actions. After that, I begin to resolve actions.
3) Actions are resolved in the following order: a) players with the Quick Strike status b) monsters with the Quick Strike status c) players in the order they posted (only valid actions) and d) monsters in an order that I choose (it's not necessarily random or predefined).
4) Players may team up against the same enemy when using normal attacks and skills. (Spells require a separate defense roll for each one if applicable.) When players team up against the same enemy, the enemy can only make a single defense roll (which is generally made at the time most in the enemy's favor); however, each player's attack is considered separate from one another. (This last part is important for enemies that have death mechanics similar to players.) Monsters follow similar rules when they attack the same player. That said, they do not suffer the penalty mentioned in the next rule.
5) If a third or subsequent player teams up against the same monster (remember, spells are exempt from this definition), they will receive a -X modifier to their roll where X is the number of players attacking that monster minus two. For instance, if the worst is the fourth person to attack a monster named Alpha, they will have a modifier of -2 on their attack.
6) You may not specify actions in advance. Be sure to coordinate with your fellow players before attacking!
7) Initiative for players works by extending your 30 minutes to 24 hours temporarily. It basically grants the players a guarantee of one more action before the round ending. As soon as another player uses an action (that does not give initiative), the 30 minute timer starts again. (Obviously, initiative will have no effect if you are the first or second person to attack an enemy.)
8) Initiative for monsters negates the effects of initiative for players.
9) If, after 24 hours, no actions have occurred (and this is not due to the moderator being absent), the current round for players will end, and actions will be resolved.