Level Up: Game Over!

For completed/abandoned Mish Mash Games.
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Post Post #50 (ISO) » Tue Jul 24, 2018 4:55 pm

Post by the worst »

Ayyy nice work jumble! : ]

do we get shiny level 2 bonuses as well?
who's scum? i haven't read up yet but like, it's me
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Post Post #51 (ISO) » Tue Jul 24, 2018 5:01 pm

Post by Ircher »

Yep!

In the woods you see a few shadows... You suspect they saw the carnage that happened recently....
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Post Post #52 (ISO) » Tue Jul 24, 2018 5:04 pm

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oh yikes..... I am not a fan of spooky onlooking shadows
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Post Post #53 (ISO) » Wed Jul 25, 2018 4:22 am

Post by Ircher »

A trio of goblins comes running at you. One of them seems to look much tougher than the rest.... Maybe he's the leader of the group. As the goblins approach, the leader yells out a battle cry. Somehow, you manage to figure out the leader's name: "Gunter".

Gunter : Level = 2 | HP = 8 | Attack = 1d4 | Defense = 1d3
2x Goblin Warrior (Alpha and Beta) : Level = 1 | HP = 5 | Attack = 1d3 | Defense = 1d3
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Post Post #54 (ISO) » Wed Jul 25, 2018 4:47 am

Post by Cerberus v666 »

/me cautiously approaches, gauging his foes. He maneuvers so Alpha is between him and the other two, and strikes!

Original Roll String: 1d6
1 6-Sided Dice: (4) = 4
GTK a me, currently live, this may be your only chance!
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Post Post #55 (ISO) » Wed Jul 25, 2018 4:55 am

Post by Ircher »

Since the defense roll isn't really needed here.....

Cerb tries to circle around and stab Alpha, but Alpha deftly dodges and counterstrikes:
Original Roll String: 1d3
1 3-Sided Dice: (3) = 3


Then, Gunter moves and swings at Cerb.
Original Roll String: 1d4
1 4-Sided Dice: (2) = 2


Beta joins in and swings at Cerb as well.
Original Roll String: 1d3
1 3-Sided Dice: (3) = 3
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Post Post #56 (ISO) » Wed Jul 25, 2018 4:56 am

Post by Ircher »

The combined attacks of Alpha, Gunter, and Beta deal a total of 8 damage to Cerb. The impact of Gunter's club briefly stuns Cerberus for one turn.

Stunned players/enemies can only defend against incoming attacks| they cannot attack or use other actions.
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Post Post #57 (ISO) » Wed Jul 25, 2018 5:54 am

Post by Gamma Emerald »

In 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:

Level 21) You can now cast magic! To cast spells, you must have MP (Mana Points) available. The cost of each spell is listed in parenthesis after each spell. MP is fully restored when you level up or after 5 battles, whichever comes first.
2) Magic spell "Fire" : Deals 1d3 damage and ignores the enemy's defenses. (1 Mana)
omg this reminds me of mastina's (technically mastin2 at that point) game where like no one got to any decent level
It's in my ego search so I can find it given time
how do I get in on this?
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Post Post #58 (ISO) » Wed Jul 25, 2018 5:59 am

Post by Cerberus v666 »

In post 57, Gamma Emerald wrote:
In 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:

Level 21) You can now cast magic! To cast spells, you must have MP (Mana Points) available. The cost of each spell is listed in parenthesis after each spell. MP is fully restored when you level up or after 5 battles, whichever comes first.
2) Magic spell "Fire" : Deals 1d3 damage and ignores the enemy's defenses. (1 Mana)
omg this reminds me of mastina's (technically mastin2 at that point) game where like no one got to any decent level
It's in my ego search so I can find it given time
how do I get in on this?
just /in and try to kill monsters. :P
GTK a me, currently live, this may be your only chance!
viewtopic.php?f=61&t=78521&p=10688009#p10688009
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Post Post #59 (ISO) » Wed Jul 25, 2018 6:04 am

Post by Ircher »

(But right now it's a miniboss fight, so you may want to wait for help from others before attacking!)
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Post Post #60 (ISO) » Wed Jul 25, 2018 6:04 am

Post by Ircher »

And yeah, I remember mastin2/mastina's thread.... Let me see if I can find it...

Edit: Found it! An Evolving RPG.
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Post Post #61 (ISO) » Wed Jul 25, 2018 6:17 am

Post by Gamma Emerald »

yeah that's it
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Post Post #62 (ISO) » Wed Jul 25, 2018 6:18 am

Post by Gamma Emerald »

cn I in and just stay in guard mode until I'm ready to attack or is there no way to maintain a defensive stance
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Post Post #63 (ISO) » Wed Jul 25, 2018 6:19 am

Post by Ircher »

The enemies don't counterattack until you attack. (There's also a 5-minute period where other players can get attacks off in that time as well. See the section on teaming up in the OP.)

Edit: Also, you aren't allowed to state actions in advance, so coordinate with your fellow players before attacking!
Last edited by Ircher on Wed Jul 25, 2018 6:22 am, edited 1 time in total.
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Post Post #64 (ISO) » Wed Jul 25, 2018 6:21 am

Post by Gamma Emerald »

/in for now
what's the enemies stats looking like rn?
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Post Post #65 (ISO) » Wed Jul 25, 2018 6:22 am

Post by Ircher »

See .
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Post Post #66 (ISO) » Wed Jul 25, 2018 6:29 am

Post by Gamma Emerald »

In post 2, Ircher wrote:
Active Monsters:

1. Gunter : Level = 2 | HP = 8 | Attack = 1d4 | Defense = 1d3
2. Alpha (Goblin Warrior) : HP = 5 | Attack = 1d3 | Defense = 1d3
3. Beta (Goblin Warrior) : HP = 5 | Attack = 1d3 | Defense = 1d3
I attack Alpha
Original Roll String: 1d6
1 6-Sided Dice: (6) = 6
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Post Post #67 (ISO) » Wed Jul 25, 2018 6:29 am

Post by Gamma Emerald »

wow look, my terrible luck carries over from mastina's game
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Post Post #68 (ISO) » Wed Jul 25, 2018 6:33 am

Post by Cerberus v666 »

/me joins with Gamma to crush Alphas defenses!

Original Roll String: 1d6
1 6-Sided Dice: (5) = 5
GTK a me, currently live, this may be your only chance!
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Post Post #69 (ISO) » Wed Jul 25, 2018 6:34 am

Post by Ircher »

(You're stunned unfortunately....)
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Post Post #70 (ISO) » Wed Jul 25, 2018 6:34 am

Post by Cerberus v666 »

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
/me forgot he was stunned and can't do this! :P
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Post Post #71 (ISO) » Wed Jul 25, 2018 6:37 am

Post by Ircher »

A newcomer arrives on the scene and foolishes charges straight towards Alpha. Alpha gives off a maniacal goblin cackle as the newcomer's attack harmlessly collides with his shield.

Then Alpha counterstrikes with his club:
Original Roll String: 1d3
1 3-Sided Dice: (1) = 1


Beta, not wanting to miss out on the fun, attacks Gamma as well:
Original Roll String: 1d3
1 3-Sided Dice: (1) = 1


Gunter lets out another battle cry and attacks Gamma as well:
Original Roll String: 1d4
1 4-Sided Dice: (1) = 1
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Post Post #72 (ISO) » Wed Jul 25, 2018 6:38 am

Post by Ircher »

All combined, Gamma takes a total of 5 damage. He has 5 HP left. Cerb is no longer stunned.
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Post Post #73 (ISO) » Wed Jul 25, 2018 6:38 am

Post by Gamma Emerald »

...how long is cerb stunned? I need help
Pedit; nevermind
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Post Post #74 (ISO) » Wed Jul 25, 2018 6:41 am

Post by Cerberus v666 »

Yeah, we both need help. :P Both rolling 1's on our initial attacks and taking a total of 13 damage is bad. :(
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