Let the DUELS BEGIN!

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This page was imported from a forum post dated September 11, 2015 in the category Roleplay Discussions by Dylan Locke. Its content is likely to be out of date!

This post had 2 replies.

Fri, 09/11/2015 - 14:30


A while back some players wanted to get some fighting pit RP going, maybe even make some contests. Here is a short list of possible rules players may find useful to their own dueling or action plots. Feel free of course to mix them up or add your own suggestions.

They are ordered in levels of complexity, the top being the most easy to implement, the bottom becoming more and more complex.

IRON

Simple rules. Players roll dice of their choosing before each round. Each round consists of 2-4 poses. Fist player to 3 or 5 wins, is the victor and determines the fate of the defeated beast. Ties don't count as score.

COPPER

In this rule set each player is given Hit Points. 15 for a short game, 20 for a long game. Before each round players roll 1 six sided dice. Player with the high roll then rolls again for damage and inflicts that number upon the other player. Players then RP the scene accordingly. A new round begins and they repeat the process. First player to reach 0 HP loses and their characters fate is decided by the victor.

Ties are considered interruptions to the fight, or locking blades, etc etc.

SILVER

In this rule set players again have 15 HP except this time damage is inflicted to both parties. Before each round the player roll dice. That number you roll is subtracted from your opponents HP. Players then rp accordingly to each dice roll. You don't necessarily need to have each character get hurt each round. They only really need to get hit when their HP falls to 0. The loss of HP over time can be concluded to be exhaustion, fatigue, minor wounds, or just until you make a mistake and let your guard down.

If both players reach 0 at the same time then its a draw and should be role played accordingly.

GOLD

For the EXTREMELY COMPLICATED PLAYER, the one that wants to turn the muck into some kind of crazy hybrid mud / mush/ table top game, I present you with STATS! Yes, Glorious stats! I don't actually expect people to use this following model, but thought I might as well toss it out there anyway.

Each player get's 12 points to distribute on their character. Each number along side the stat determines how many dice your roll when using it. The total number rolled will be pitted against your opponent.

Each attribute needs 1 point assigned to it. The max number you can assign is 5.

Strength = the amount of damage you can inflict with melee weapons, fist fighting etc etc.

Agility = Roll to see who goes first. Roll for dodging.

Dexterity = Fine motor control. Use for rolling Bows, throwing daggers, picking locks, things that use finesse and accuracy.

Endurance =the amount of damage you can absorb when hit. Roll this number then subtract it from the total used to attack you.

Vitality = x 10 is the number of hit points you have.

You can also add more stats if you want such as logic, charm, etc etc. Just add 2 points to the total skill points allowed for every stat you introduce.

Attacking an enemy follows this process!

Player A attacks Player B

Player A rolls Strength (or Dexterity depending on their weapon) against Player B's Agility.

If Player B rolls a tie or higher then the attack fails. If Player A rolls Higher then the blow hits.

Player B rolls Endurance, subtracts the total from Player A's attack. The remainder is subtracted from Player's B health.

Sounds simple right? :3

But I digress. These are just my ideas for dueling rules and combat. NO one is by any means required to use them, but feel free to post your own ideas below.

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