A dice based PvP forum game made by me. The original TSLLT is
here for any new players who wish to see how the game works.
Background:Two diplomats meet on the bridge dividing their respective fortresses. Redcap from Bloodgears boasts to his neighbor that a mechanic has created an artifact bauxite floodgate capable of flooding the world with magma. Carpboots from Floodedstairs laughs at Redcap and states that a clear glass floodgate capable of flooding the world with water was made by a glassmaker from Floodedstairs. The two dwarves argue and argue about which artifact is better and inherently which fortress is better. The two diplomats, unable to settle their conflict storm back to their fortress to settle this argument the only way dwarves know how: battle, treachery and theft.
Objective:The aim of the game is to steal the opposing team's artifact and return to your own base with it. The red team (Bloodgears) wins when the clear glass floodgate rests in their fortress along side the bauxite mechanism.
The blue team (Floodedstairs) wins when the bauxite mechanism rests in their fortress along side the floodgate.
A mercenary wins when the team he chooses to align with has both items in their fortress.
Gameplay:The game will be played as 'sort of' turn based. Each turn lasts approximately 24 hours but can finish earlier if everybody makes their movements and attacks within that time. Each turn the player will move up to 5 squares (varies depending on weaponry) and then make an action if they can/wish to. Players can move in the four non-diagonal directions. A player can not move onto an already occupied square of another player who he is not aligned with. All action must be at the end of their movement not in the middle or before they move. After the player has made their movement and/or attack he must then choose a direction to face. This direction will determine how well he defends against attacks over the next turn. If a player fails to make his actions in the allotted time he/she will stay where they are doing nothing (unless attacked) for that turn. The thing here that differs from other turn based games is that players make their actions in a first-come first-served basis. I will then at the end of the turn (after everyone has made their actions) draw up a new map showing the positions of players and so forth. Then the next turn will commence.
Combat:This will vary depending on the weapon but it can basically be put into two categories, ranged or melee.
Melee combat:
The player will make his attacking action when he/she is adjacent to an opponent. The fight is decided by a die being rolled for the attacker and the defender. The type of die depends on the weapon. The attacker's roll goes unmodified but the defenders roll will be modified depending on what direction he/she is facing. If the defender is facing towards the attacker then the defender suffers a -1 penalty to his/her roll. If the defender is side on to the attacker, it is a -2 penalty. If the defender is facing the away from the attacker, it is a -3 penalty. These penalties may change depending on the weapon used.
The winner is the player with the highest roll after all of these penalties have been sorted out. If the defender wins he will not move from his position and if he is yet to make any actions that turn he can still do so. The attacker will be sent back to his starting position with one less life. If the attacker wins then the defender will be sent back to his starting place with a life lost and if the defender is yet to move for that turn, he will no longer be able to. All weapons can be used in melee however I do not recommend the use of the crossbow in this situation.
Ranged combat:
- A player equipped with the crossbow or special ability is able to attack the opponent at a longer range if he/she is in view of the target. Again two rolls are made but one is accuracy and the second is damage. The accuracy die is determined by the distance between the attacker and the defender divided by two and rounded up to the nearest whole number. E.g. If the target is 6 squares away a 3 sided die is rolled, if the target is 3 squares away a three sided die is rolled etc. Depending on the ability/weapon used, the player has to roll a specific number on his distance/2 sided die to hit the opponent. For thrown melee weapons a 1 has to be rolled, for the crossbow a 1 or 2 can be rolled, for the mage's magic attack a 1,2 or 3 can be rolled.
If the projectile hits, I will perform a damage roll with a 2 sided die. A roll of one causes no damage to be inflicted. A roll of two causes the appropriate effect on the target (Killing him or immobilizing him).
Other Combat rules:
From now on, for every battle a player fights in a single turn (counts only for melee). A roll penalty of -1 is added to account for battle fatigue.
E.g. Ace is attacked, He stuns his attacker. Ace is then attacked again, He suffers an additional -1 penalty for already engaging in combat that turn. If Ace wins (despite the penalty), then attacks someone else in the same turn he will suffer a -2 penalty for that battle for engaging in two battles previously. Thus a mobbed player is much less likely to win than a player who only fights one enemy.
If a player losses all three of his lives then he is permanently removed from the game.
Use of "if" can be quite important, especially in the case of a marksdwarf that can fire two bolts. e.g. I fire at Ace, If the first bolt kills him then I will fire the second at Fishhook. If not, then the second shot is again aimed at Ace.
"If" can not be used to describe what you do if you die that turn, as you will be unable to move after you respawn, even if you are yet to move that turn.
Weapons:Dagger - Four sided die (1-4), May move two extra squares per turn, instead of an unmodified backstab attack roll, a dagger wielder gains a +2 bonus to attacking enemies from behind.
Short sword – Five sided die (1-5), may move one extra square per turn, Instead of an unmodified attack roll, a swordsdwarf gains a +1 bonus to attacking rolls.
Hammer – Seven sided die (1-7), suffers no penalties for facing and side-on defensive rolls.
Axe – Seven sided die (1-7), +1 bonus to all attacking rolls.
Whip - Eight sided die (1-8), +2 to all rolls. However, the whip can not kill normal enemies, it can only immobilize them. When an enemy is already immobilized though, the whip will be able to kill.
Mace – Eight sided die (1-8).
Pike - Eight sided die (1-8), The pike allows you to attack players two squares away but it has a -1 move penalty for being so long. This long ranged attack also means the player can attack through allies to engage someone on the other side. Attacks that count are in one diagonal square (eg NE), or two non-diagonal squares (eg NN).
Spear – Ten sided die (1-10), moves one less square per turn.
Crossbow – (melee) Three sided die (1-3).
Classes:Mechanic
Has five mechanisms at his disposal to set up five separate traps. Traps can be set of by anyone walking over them and will be visible to all. If a non allied player walks through a mechanic's trap, I will flip a coin. Heads the trap is triggered and kills the enemy, tails the trap jams. Any mechanic also has the ability to remove a trap. Setting or removing a trap counts as an action so must be done at the end of a move. If a mechanic dies then all his traps are removed and he gets five new mechanisms.
Rogue
Is not affected by traps and can also walk through an enemy player's square even if they are defending a tight corridor. Rogues are also resilient to back and side stabs and thus only receive a -1 penalty instead of a -2 or -3 penalty when attacked unawares.
Warrior
Plus one modifier to all melee rolls.
Mage
Has a special long ranged immobilization attack much like a crossbow except is slightly more accurate. The attack however will not kill enemies, it can only stun them making them vulnerable to attack.
Marksman
If equipped with a crossbow, can fire two shots (instead of one) in one turn by sacrificing all of his movement.
If equipped with a melee weapon, can throw said weapon by sacrificing all movement.
Artifact rules:If a player moves over the square the artifact is occupying then it is added to his inventory. The player holding the grate will also be penalized due to its weight, he/she will move one less square per turn. If the player holding the artifact dies then he drops it where he dies. Someone else can then pick it up.
Alliances and mercenaries: The players will be split between red team members blue team members and mercenaries. The mercenaries are able to choose which team they want to join but must announce it in a post and have the majority acceptance of the team they want to be in. Mercenaries only win if the team they are aligned to wins. To sow some seeds of distrust and treachery among the mercenaries there will be one mercenary secretly aligned to each team. That player will only win if the team he is secretly aligned to wins. That however does not stop him from joining the enemy team as the secretly aligned merc will be able to infiltrate it and back stab the team at the opportune moment. Thus teams must be careful when hiring mercenaries.
Other Features:Other map features to be used are fortifications which look like they would in DF. Players can shoot or throw weapons through fortifications. Also, a weapon rack will be placed in the unaligned mercenary spawn point where all players can go to swap their weapons. To swap a weapon, the player must stand on the weapon rack and post what they want to equip.
In case of confusion, I want to define what it means to be stunned, immobilized etc. It causes the player to be unable to make any movement over the remainder of the turn he was stunned and the next. A stunned/immobilized player can still defend but can not attack. Also, enemy players are free to move through an immobilized players square much like a rogue can slip past enemies.
One last and possible the most important rule to stop cheaters, is that there shall be
NO EDITING OF YOUR ACTION POSTS!
If a player does edit his/her post after seeing what others are doing it gives that player an advantage. If I see the little « Last Edit: Today at 21:00:00 by Urist McDwarf » message on your post then I will pretend like you didn't move or attack at all and are still facing the same direction. You will also suffer a further -6 penalty to all of your combat rolls for that turn.
To sign up, post your name in red, your weapon in blue(remember you will be able to change this later in the game), class in purple, and character symbol (from this page). It is not a time consuming game and not all that complicated once you understand the rules so feel free to sign up if you have never played a forum game before. I want about 12-16 players.Map:Player List:Bloodgears:Player | Symbol | Character Name |
Cheeetar | > | Simo |
Zako | ☺ | Zako |
Webadict | @ | Sir Knighticus II |
Chaoticjosh | H | Harold |
Penguinofhonor | p | Penguin |
Flooded Stairs:Player | Symbol | Character Name |
Siquo | ♠ | Ace McSpade |
Wimdit | ¿ | Admiral Fishhook |
SombreChapaeu | & | Sombre |
Gaulgath | Θ | Gaul Ironbeard |
Impending Doom | § | Doktor Pinkushion |
Mercenaries:Player | Symbol | Character Name |
Karlito | α | Phish |
Strife26 | ☼ | Trifes |
Org | 0 | Org |
Frelock | φ | Fenneth |
Pandarsenic | ♪ | Panda |
SHAD0Wdump | ⁿ | Just Another Ninja |
Please feel free to suggest any rule changes you feel are needed or any balancing out that is required.
Example of playing:Turn four
Map:
██████████
█@→∙∙∙∙←π∙
████↑█████
█☻█
█∙█
(arrows represent facing direction)
(@)Player two: I move 4 squares to the east and face east.
(π)Player one: I move 2 squares to the west and attack, If surviving I face west.
(☻)Player three: I move 2 squares north and attack whoever is in the adjacent square, I face east.
End of turn
Battle between two and one.
One attacks with mace rolling a 5 + 0 modifier = 5
Two defends with axe rolling a 4 + -1 modifier = 3
Attacker(player one) wins, defender(player two) sent to start, Attacker moves onto defenders position.
Battle between three and one.
Three attacks with short sword rolling a 4 + 2 modifier = 6
One defends with mace rolling a 2 + -1 modifier = 1
Attacker(player three) wins, defender(player one) losses last life and is removed from game, Attacker moves onto defenders position.
Turn five
Map:
██████████
█∙∙∙∙☻→∙∙
████∙█████
█∙█
█∙█
etc...
(Does anyone know of any random number generators that can be specified like I need them to and shows proof of the numbers I generate in a log type thing so that players know their results are genuine. I have probably missed a couple of things in the rules so please point any mistakes or confusions you have out to me.)