Stats: HP = 3 HP ; Attack Dice = 1d4 ; Defense Dice = None
I'm editting this into here because I'm also repurposing my other post as well (which formerly had this.)
~Ircher
In post 25, Cerberus v666 wrote:Inearly evade the goblins counterstroke, but stumbles, falling INTO the goblin and taking a deep gash along my side. I grit my teeth and draw my dagger, attempting two quick stabs into his torso!
Original Roll String: 1d6(STATIC) 1 6-Sided Dice: (1) = 1
Thanks!In post 33, the worst wrote:Ayyy congrats Cerby!!
just /in and try to kill monsters.In post 57, Gamma Emerald wrote:omg this reminds me of mastina's (technically mastin2 at that point) game where like no one got to any decent levelIn post 0, Ircher wrote:Objective:To reach as high of a level as you can without perishing!
Rules:
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.
Defeating Monsters:
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 monster is defeated, all players that damaged it split the XP value of the monster. XP decreases as a player gains levels relative to the monster.
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.)
Damage and Death:
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. (Note: You cannot revive until after the current battle finishes.)
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) If after 24 hours, everyone who has attacked in the current battle is dead or unconscious, the battle ends, and players may revive.
Teamwork Mechanic and Other Timing Issues:
1) Players can team up and attack the same enemy provided they do so within 5 minutes. By doing this, players combine their rolls. The enemy can only make one defense roll against the combined attack.
2) Teaming-up only applies to normal attacks and skills. Spells (if they do not bypass defense rolls) cannot utilize the team-up mechanic to combine damage against a single defense roll (a separate roll is made for each spell).
3) At the end of the five minutes, all the opposing enemies take their move (which is resolved after resolving the players' actions.)
Special Rules:
It's in my ego search so I can find it given time
how do I get in on this?
/me forgot he was stunned and can't do this!In post 68, Cerberus v666 wrote:/me joins with Gamma to crush Alphas defenses!
Original Roll String: 1d6(STATIC) 1 6-Sided Dice: (4) = 4
Valid question.In post 79, Gamma Emerald wrote:...that's after the five minutes (not that it really matters, only if it's a perfect defense roll does alpha live)
What happens if someone attacks a dead enemy?
My hero.In post 86, McMenno wrote:/in
attack Gunter
Original Roll String: 1d6(STATIC) 1 6-Sided Dice: (4) = 4
/me dies a little inside as he watches the bag of experience flee.In post 88, Ircher wrote:That's a total of 11 damage.... Gunter, though he tries as he might, cannot survive the inevitable: he falls.
Beta runs aways after Gunter falls.
nm meeting cancelled conflicted with another meeting!In post 90, Cerberus v666 wrote:(I have a long meeting now, so you probably shouldn't try to kill anything unless you're confident just the two of you can win)
...RIP Charles.In post 173, Charles510 wrote:Fireball Flinger!
Original Roll String: 1d3(STATIC) 1 3-Sided Dice: (1) = 1
I think you should just....take the action every time, anmd let ircher decide if he'll accept it or not. Don't assume he won't. *shrug*In post 181, McMenno wrote:I'm here too but I missed the window
BUT WHO ARE YOU ATTACKING TW?
BUT WHO ARE YOU ATTACKING EP????
Oh EP I love you. <3In post 242, Errantparabola wrote:I dont actually know what's going on, Cerb just told me he was in danger!
I attack whoever's threatening cerb.
Yeah! <3 everyone!In post 263, the worst wrote:omg I think we did ok everyone
thanks to all the heroes who answered our calls and came in for the assists o/
Attack echo? Hopefully we'll have a third level 3 or lower who can attack Alpha with inferno and tw?In post 274, McMenno wrote:I'm going to attack around :50
Got it. So if I take my action LAST in the sequence of action that are happening, and use speed slash, I guarantee one other person will be able to take an action before teh enemies attack, unless 24 hours pass.In post 278, Ircher wrote:Basically, speed slash extends the time other players have to make actions. It extends that by a maximum of 24 hours; howevver, it will generally be less because other players will act in that time.
So, if you were to use speed slash at 6:50 PM EDT, the enemies would (generally) not be able to immediately attack back even if no one else uses an action when the normal 5 minutes expires. This allows someone (let's say the worst) to attack at a somewhat later time, let's say 7:00 PM EDT. Now, unless the worst's attack also grants initiative, the enemies won't counterattack until around 7:05 PM EDT (5 minutes after the worst's action which was more than 5 minutes after your action.)
That's fine, just not Alpha. Let's go! I wanna double slash!In post 279, McMenno wrote:no, beta
Ah, I thought cool downs were for *each* skill, not overall.In post 301, Ircher wrote:Note that you have cooldown from using Double Slash @Cerberus. You can't use another skill until your cooldown reaches zero.
Agreed. Just unfortunate that I suck and didn't read or it wasn't made clear to us. :pIn post 303, Ircher wrote:(That would mean a lot more work for me! Besides, this method encourages a bit more thinking ahead.)In post 302, Cerberus v666 wrote:Ah, I thought cool downs were for *each* skill, not overall.In post 301, Ircher wrote:Note that you have cooldown from using Double Slash @Cerberus. You can't use another skill until your cooldown reaches zero.