Wanting to test out this combat based RTD idea.
Premise:
"Using the new app Duelr, people all over the country can now battle each other in legal, fair, physical fights. The rules are simple. No bringing any weapons with you, and any weapons you find at the neutral area are fair game. Fights are to the death. Apart from that, go nuts."Stats
Each player gets 3 stats:
STRENGTH- Responsible for all grappling checks, all checks involving brute strength ( like breaking off a table leg, or picking up one end of a car ), and for determining the damage of strikes.
DEXTERITY- Responsible for landing all striking checks, and using the DODGE action, can allow for complete evasion of strikes and damage.
CONSTITUTION- Responsible for determining initial health point total, and using the BLOCK
action, can be used to mitigate damage from strikes ( but not completely eliminate them ).
Each stat gets one dice allocated to them: a D6, a D8, and a D12. You get to decide which dice corresponds to which stat, allowing you to prioritise what you want your fighter to be good at. Natural 1 is a catastrophic failure, Natural Crit leads to good things for you.
The Dice are not a fixed number. They are a range of numbers, with the biggest range being something you reserve for the stat you want to use the most.
All other actions, such as improvising weapons, perception checks, hiding, cheating to gain an advantage, etc. will use a D6. Roll higher than 3 to succeed, with 6 being a critical roll.
Turns
ALL ACTIONS WILL BE PLACED IN SPOILERS. Operating on trust system, players won't look at each other's actions.
Each turn starts with a Perception Roll. This passive roll allows for each player to:
- search for items/their hiding opponent/view their surroundings. Actions requiring active focus need to be specified in their turn ( i.e. "I search for a weapon/I look for a vantage point/I try to follow a bloodtrail"
- See the state of their opponent. Depending on how good the roll is, you can get a gauge of how much damage they've sustained, what their specific strengths are, if they're hiding a weapon or trap, and what their strengths are as a fighter.
- See moments of opportunity. I as the GM can give you advice if you roll well on your passive perception what courses of action will have certain advantages ( if you've got the right kind of weapon/are in a better position/if your opponent is in a precarious position/etc )
Perception rolls will be in spoilers, and only the player it's meant for can read them ( plus the non-playing audience ).
Actions will be available to be seen by all. This is where all visible attacks, actions, and events happen. Anything seen outside of a spoiler bubble is assumed to be seen by everybody.
Potential actions:
STRIKE: Using dexterity, land a punch, kick, elbow, knee, headbutt, weapon based strike, etc. Strength roll determines damage, plus any environmental factors and advantages.
GRAPPLE: Wrestling and groundfighting. Uses strength, can be used to tackle, throw, enter into limb locks, chokes, dragging, . etc.
DODGE: Uses dexterity. Exceeding your opponent's attack roll by any amount leads to no damage.
BLOCK: Uses constitution. Exceeding your opponent's attack roll by any amount leads to half damage, but exceeding the attack roll by 4 or more leads to only one third damage, rounded down.
Feel free to add flavour text to the above, as long as you make clear what it is you're trying to do.
Other actions can range from running, hiding, improvising weapons, spitting in your opponents eye, lighting them on fire, etc. Ask in your spoilered turn and I'll let you know about any specifics regarding it.
Following each action sequence, is another perception roll. This shows players what damage is done to them, and any new thing they've noticed about their opponent after the attack.
1. If a striking/grappling roll is a crit, the number of the attack roll is added to their damage roll.
2. If the damage roll is a crit, an effect is placed on the opponent ( crippled limb, blinded, nausea, bleeding, extreme pain ). Status effects will be placed as needed if major damage occurs regardless of crit ( in the event of boens being broken, appendages being ripped off, stuff that makes sense ).
3. A crit on a dodge roll, allows for the person dodging to get a second attack roll.
4. A crit on a block roll, results in the damage dealt being reflected back on the attacker, wholesale.
5. Critical failures will result in some sort of damage or penalty to the person who made it.
Name:
Strength: Assign D12, D8, or D6
Dexterity: Assign D12, D8, or D6
Constitution: Assign D12, D8, or D6
Appearance:
That's it. Pick a stat you want to be your strongest, then your middle, then your dump stat. Keep your character sheet in a spoiler bubble. Make sure to copy paste your character sheet every time you post your turn.
Stuff that doesn't work will be adjusted. I need two players to start.
1. BlackPaladin99
2. Naturegirl1999
3. King Zultan
4. Tricmagic