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Author Topic: Medieval Fodder Simple-RTD Deathmatch 2.0! Team A has won!!  (Read 112984 times)

Haspen

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PROLOGUE: DOTH ART WELCOMED TO THE MEDIEVAL FODDER, LAD! PLEASE ACQUAINT THYSELF WITH THE RULES OF ENGAGEMENT:

In Medieval Fodder: Slaughters of Swords, all you have is DESIRE TO SLAUGHTER! For the glory of the Empire! Or Republic! Or the Union! Or whatever you're fighting for.

It is RTD which has minimal amount of roleplay, basically only two rolls: Hit roll, and damage roll.

Damage roll depends entirely on the weapon.

Hit roll (1d6) is more complicated:

The person who wins the roll deals damage to the player who lost the roll.
The roll, however, is modified by actions. Each player can ATTACK, DEFEND or IDLE in his turn.

IDLE is an action that allows player to simply wait through the turn; it allows retaliation, but also doesn't grant any bonuses to Parry.

DEFEND'ing player doesn't retaliate in the same turn.
DEFEND'ing player gets +1 against ATTACK'ing player, but only if ATTACK'ers roll is higher.
DEFEND passes into the next turn, up to the beginning of the player's next move.
Player who DEFENDS can use that to cover his ally from one attack.

Shields give a bonus to DEFEND'ing player just as if above rule is applied.
Shields benefit the ATTACK'ing player as well, with a -1 modifier to the Shield's bonus.

WATCH OUT, because the defend/shield bonus will only equalize the rolls - you will never get higher roll than attacker.
The maximum of the Parry bonus is +5!

Example:
Hargh rolls a hit of 6. Phargh rolls a 3.
But, Phargh DEFENDS (+1) and is wielding a Small Shield (+2).
Thus, both rolled a '6', and the whole melee ends with few clanks instead of a gush of blood and pain-filled screaming.

In case of operating a wheel or doing something, a standard 1d6 roll will be applied as well.

CHAPTER I: THOU ART WHOM?

In Medieval Fodder, no backstories are needed. No multitudes of labels and bonuses.

All you need is:

Name: pretty obvious
Side: which side you fight for (A or B)
Skill: one of the skills, look below
HP: You start with random of 4 to 7 HP*. Rolled by GM.
Weapon: You start with random weapon*. Rolled by GM!
Armor: You start with random armor*. ROLLED BY GM!!
Shield: You start with random shield. GUESS WHAT!? YES! ROLLED BY GM!

*-Those are modified (at least partially) by skill you choose!

CHAPTER II: THY FATHER TAUGHT THEE WHAT?

Skills of the game:

Agile: +1 for Parry/Block rolls.
Axemaster: +1 DMG when holding Hatchets/Axes/Battleaxes. Starts with a random Axe-type weapon.
Beard Friend: Instead of Aketon and Chainmail, your Armor roll consists of Dwarven Chainmail and Dwarven Plate Armor
Bluntmaster: +1 max.DMG when holding Flail/Morning Star. Starts with a random Blunt-type weapon.
Commander: Starts with weapon of his/her choice. Restricts armor roll to Chainmail and Plate Armor. Can issue Tactics.
Draconic: You receive 1 DMG less from Swords and Axes, but 1 DMG more from Spears and Ranged (Blunts without changes). You regenerate 1HP per Turn.
Healthy: Changes HP roll from 4-7 to 7-10.
Leaf Friend: Instead of Aketon and Chainmail, your Armor roll consists of Elven Cape and Elven Chainmail.
Marskman: Instead of being melee fighter, you fight at distance (refer to Chapter IV for detailed instructions).
Noble Heir: You will get one of Heirlooms. Note that each Heirloom can be rolled only once. When all Heirlooms get 'taken', there can be no more Noble Heirs.
Spearmaster: +1 DMG when holding Spear/Halberd. Starts with a random Spear-type weapon.
Swordmaster: +1 DMG when holding Short/Long/Two-Handed Swords. Starts with a random Sword-type weapon.
Two-handed Mastery: +1 DMG and +1 to Parry rolls when using two-handed weapon. Starts with a random two-handed weapon.

CHAPTER III: THY LEADERSHIP SHALL PROVIDE GUIDANCE TO THE MEN!

Commander can issue Tactics. These are put into effect at beginning of the turn summary and last for 3 full turns.

If Commander gets attacked when issuing a Tactic, he/she will retaliate. Commander can issue another Tactic before previous one ends; it will override the previous one instantly.

The tactics are as follows:

Fierce Tactic: +1 to Hit and DMG, but -1 to Evasion
Offensive Tactic: +1 to Hit
Normal Tactic: default, no changes
Defensive Tactic: +1 to Evasion
Cowardly Tactic: +2 to Evasion, but -1 to Hit
(special, look below) Tactical Blunder: -1 to Hit and Evasion for 1 Turn

If two Commanders on the same Team try to issue a Tactic in the same turn, the Tactic switches to Tactical Blunder as a penalty!

Also, it's not possible to instantly switch from Fierce to Cowardly and vice versa; at least 1 Turn of Offensive, Normal or Defensive Tactic must pass first. Trying it anyways inevitably puts the team into Tactical Blunder!

CHAPTER IV: OH, YE NOT FIGHTING IN CLOSE COMBAT? LISTEN CAREFULLY, THEN!

Ranged units doesn't wear shields; instead they use Dagger and either Bow OR Crossbow (player chooses which one).
Attacks of ranged units can be countered only by other ranged units.
If attacked in close combat, they counter with Dagger. When the player runs out of ammo - highly impropable but possible - his main weapon becomes Dagger.
Bows can be used every turn; Crossbows must be reloaded (takes a full turn (newcomer's crossbow is already loaded)) before another shot can be performed.
Attacking from range bypasses any Defenders of the targeted enemy (if he has any, that's it).

Marksman's Equipment:

Dagger: 1-3 damage, +1 to Evasion
Bow: 1-5 damage, +1 to Hit, 16 arrows.
Crossbow: 2-5 damage, +2 to Hit, +2dmg against Chainmail/Plate Armor (including Dwarven versions), 6 bolts.

CHAPTER V: THOU ART ALLOWED UNTO THE ARMORY!

Damage: obvious
AP: Armor points, how much damage is nulified when you get hit.

WEAPONS:
Swords:
Short Sword: 1-handed, 1-4 damage, +1 to Evasion
Long Sword: 1-handed, 1-6 damage
Two-handed Sword: 2-handed, 2-7 damage

Axes:
Hatchet: 1-handed, 1-5 damage
Axe: 1-handed, 2-6 damage
Battleaxe: 2-handed, 3-8 damage, -1 to Evasion

Spears:
Spear: 1-handed, 1-4 damage, +1 to Damage against Chainmail/Plate Armor (including Dwarven versions)
Halberd: 2-handed, 2-6 damage, +2 to Damage against Chainmail/Plate Armor (including Dwarven versions)

Blunts:
Flail: 1-handed, 1-4 damage, 1 point of damage guaranteed to pass through armor.
Morning Star: 2-handed, 1-7 damage, 1 point of damage guaranteed to pass through armor.

ARMORS:
Elven Cape*: 0 AP, +1 Hit and Evasion
Aketon: 1 AP
Elven Chainmail*: 1 AP, +1 Hit and Evasion
Chainmail: 2 AP
Dwarven Chainmail**: 3 AP
Plate Armor***: 3 AP, -1 to Evasion
Dwarven Plate Armor**: 4 AP, -1 to Evasion

*Available for Leaf Friends
**Available for Beard Friends
***Available for Commanders

SHIELDS:
Buckler: +1 to Parry
Small Shield: +2 to Parry
Large Shield: +3 to Parry

CHAPTER VI: THOU ART HEIR OF THESE PEOPLE? BY HEAVENS, I WOULD'VE NEVER GUESSED!

Basically just a list of heirlooms that you might get via Noble Heir skill.

Swords:
Bloodseeker: 1-handed, 2-5 damage, +1 to Hit against wounded enemies
Jewelled Rapier: 1-handed, 1-4 damage, +2 to Evasion, +1 to Damage against Chainmail/Plate Armor (including Dwarven versions)

Axes:
Raven's Beak: 1-handed, 2-5 damage, +1 to Damage against Chainmail/Plate Armor (including Dwarven versions)
Eviscerator: 2-handed, 4-8 damage

Spears:
Drakefang: 1-handed, 1-4 damage, +2 to Damage against Chainmail/Plate Armor (including Dwarven versions)

Blunts:
Lifedrinker: 1-handed, 1-5 damage, 1 point of damage guaranteed to pass through armor, restores 1HP of the wielder when dealing at least 2 points of damage

Armors:
Coat of Winds: 1AP, +2 Hit and Evasion
Armor of Terror: 3AP, enemies fighting against wielder get -1 to their Hit/Evasion rolls

Shields:
Lady's Grace: +2 to Parry, restores 1HP per Turn if wounded
Shield of Titans: +3 to Parry, gives +1 to Damage

EPILOGUE: HEAVENS, THOU ART BLEED- Aww shit, he's dead...

If you die, your adventure doesn't end!
Just tell the GM if you want to play again, and you will be tucked right on the bottom of waiting list!
Pick a new name, maybe a new skill, GM will roll equipment, and back into slaughter you go!
This will happen all the way until one of the 'sides' is victorious.

---

Heirlooms taken 10/10: Coat of Winds (1. Alphanti); Armor of Terror (2. Alessa Von'Ravien); Drakefang (5. Jase Bladeheart); Lifedrinker (15. Kirby the Second); Bloodseeker (16. Alec Bladeheart); Shield of Titans (23. Lord Nathan Bladeheart); Lady's Grace (28. Meta-Knight); Eviscerator (29. Charikan); Raven's Beak (34. The Mysterious Stranger); Jewelled Rapier (47. Sir Murderhappy).

Spoiler: Playerlist! (click to show/hide)

Spoiler: Waitlist! (click to show/hide)

Spoiler: Ze Graveyard! (click to show/hide)
« Last Edit: November 07, 2014, 07:49:50 am by Haspen »
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Haspen

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SO HASPEN, WHAT'S NEW?

Using my Post-Apo experiment and also Nerjin's (Nenjin's? I never remember which is which :P) game, I worked on the rules of the good, old Medieval Fodder and made these changes:

I've reworked Commands into Tactics; these are more varied and actually penalize moments when Commanders on the same team don't pay attention! :P On other hand, Tactics last 3 turns so Commanders can actually have some fun fighting themselves instead of constantly shouting at the team.

I've added several new skills; Beard Friend, Draconic, Leaf Friend, Noble Heir and with these comes a heap of new equipment! Noble Heir skill comes with list of Heirlooms: powerful pieces of equipment that can be worn by only one person per game.

Also, Ranged combat! Bows and Crossbows finally make an appearance as rather strong weapons. But protect your ranged friends well; they suck at melee combat!

And I think... that's it! COME, JOIN, AND HAVE FUN SLAUGHTERING OTHERS! :D
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Nerjin

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It is Nerjin. I'd actually worked on a different version of this idea but... Yep. I'll be keeping an eye on this.
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GiglameshDespair

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Name: Alphanti
Side: A
Skill: Noble heir
HP:
Weapon:
Armor:
Shield:
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Haspen

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It is Nerjin. I'd actually worked on a different version of this idea but... Yep. I'll be keeping an eye on this.

I'm soorrryyyy, it's not my fault you guys have such similar usernames D:
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Tiruin

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Name: Alessa Von'Ravien
Side: B
Skill: Noble Heir
HP: You start with random of 4 to 7 HP*. Rolled by GM.
Weapon: You start with random weapon*. Rolled by GM!
Armor: You start with random armor*. ROLLED BY GM!!
Shield: You start with random shield. GUESS WHAT!? YES! ROLLED BY GM!



I wonder if there's an hierloom bow...I'd love that.
Also curse this. I'd love being a Leaf Friend but noooooooooooo
ONLY ONE SKILL
And I can't be a commander despite being a noble. HMPH.

Also, it's Nerjin

It is Nerjin. I'd actually worked on a different version of this idea but... Yep. I'll be keeping an eye on this.

I'm soorrryyyy, it's not my fault you guys have such similar usernames D:
SO HASPEN, WHAT'S NEW?

Using my Post-Apo experiment and also Nerjin's (Nenjin's? I never remember which is which :P) game, I worked on the rules of the good, old Medieval Fodder and made these changes:
:P
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GiglameshDespair

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Name: Alessa Von'Ravien
Side: B
Skill: Noble Heir
HP: You start with random of 4 to 7 HP*. Rolled by GM.
Weapon: You start with random weapon*. Rolled by GM!
Armor: You start with random armor*. ROLLED BY GM!!
Shield: You start with random shield. GUESS WHAT!? YES! ROLLED BY GM!



I wonder if there's an hierloom bow...I'd love that.
Also curse this. I'd love being a Leaf Friend but noooooooooooo
ONLY ONE SKILL

Also, it's Nerjin

B team scum
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Tiruin

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Haspen

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There's no Heirloom ranged weapons because it would not only force a type of ranged weapon, but also force someone to be a marskman whilst they would prefer being melee fighter, et cetera et cetera...

TL;DR: No heirloom bow 4u.
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Tiruin

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Aw no heirloom bow. :c
« Last Edit: May 06, 2014, 06:10:08 pm by Tiruin »
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BlitzDungeoneer

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Name: Kirby
Side: A
Skill: Swordmaster
HP:
Weapon:
Armour:
Shield:
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Haspen

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All three added.

MORE FODDER! MOOOOORE!
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Nerjin

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Name: Gaston LaFou
Side: B [I can't resist helping Tiruin]
Skill: Axemaster
HP:
Weapon:
Armor:
Shield:
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Tiruin

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Oh Nerjin :D
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Haspen

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Nerjin added as well~!
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Please tell me the Royal Physician didn't go to the same college as the Spymaster.
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