EDIT: This originally started out as a RTD but I wasn't satisfied with the way it worked out so I started work on revised rules which are stated
here. The posts before that point are from when I tried to make it work as a RTD and are left here for historical reasons.
EDIT (help wanted): Details
here (EDIT: changed link)
After reading through numerous RTDs, I have wanted to create my own RTDs which will outshine all others that have come before.
This will not be one of them.
Due to my past history of not finishing what I set out to do, I have decided to try something a little less ambitious - the End of the Road Arena.
EDIT: Bout 2 rules include a new character sheet format. The old one is left here for historical value.
Someplace implemented a drastic method to deal with crime and dissent - death by torture for the accused without trial. This caused dissent so widespread that the torture chambers wouldn't be able to cope with the workload unless they increased processing speed through methods such as (gasp) relative-mercy killings, so the powers-that-be came up with a solution.
Since then, those accused of crimes have been offered a choice - a slow and painful death in the torture chambers, or to die in the End of the Road Arena for the amusement (and pacification) of the crowd. The torture chambers have since been able to devote the appropriate resources to their duties.
The combatants are already marked for death - if their opponent doesn't kill them, the guards will carry out the sentence. The only hopes left for the combatants are that their last moments will be glorious and that their deaths will be fairly painless
1. The combatants are authorised to choose one melee weapon to take into the arena. Weapon specifications are to be defined in your choice (ie you can choose to specify just about anything, including weight distribution and length, but if you describe your weapon as a "standard Polish Gongoslieger Spear" I'm not going to do the research to find out what it is even if you include a link, this is actually to help me interpret the information, not laziness. For entertainment value, the link will be shown to others so that they can comment on how far off the result was). I recommend that you explain the purpose of any details (such as the weighting) in game-affecting terms or you might not like the interpretations I come up with.
1a. While I won't restrict people from taking a lightsaber into the arena, they might not find it as effective as they hoped against their medieval opponent (read that as: trying to use a weapon that your opponent has no chance against will see your weapon nerfed, possibly killing you in the process). No armor.
2. The combatants are regular (except for their lack of gender...) humans, incapable of magic, regenerating lost limbs etc.
3. The combatants have their capabilities sorted into three characteristics - Strength, Dexterity and Intelligence. I'll describe them more once I have assembled some game data. For now, suffice it to say that any of them can help and lacking any can hurt your chances for slightly-less-short-term survival.
4. All moves must be sent to me by PM. This is partly to avoid cluttering the thread, partly to keep the other player from seeing your move and posting a 'If they're doing that, I change my action to...' amendment and starting a cycle of annoyance for me, partly to provide a certain degree of anonymity (unless I stuff up, only your character's name will be mentioned), partly to keep your stats hidden from your opponent (which could have strategic uses). I will post the moves as part of the turn resolution.
5. Feel encouraged to write verbose and branching moves. By 'branching' I'm referring to stuff like 'Watch my opponent, if(...) else (...)'. While I could probably take advance orders from a player who expects to be gone for a turn or two, I expect the fatality rate will make such planning of dubious value.
6. Think of each turn as an indeterminate amount of time, probably lasting less than three seconds. For each turn, you can give a number of actions which your character will try to accomplish in the turn, though if they run out of turn-time, or lack the required limbs/body systems, they will be penalised accordingly.
7. How the rolls are evaluated - I have something in mind, but until I have something that has been proven stable through repeated applications, I won't spell it out here (nor am I likely to show the rolls, since it will be confusing if the format changes every round). Suffice it to say that the actions you take, the way you phrase them plus any bonuses or maluses will affect the outcome.
8. The GM's decision is final. Even if you think your custom-balanced sword should have whipped around your opponent's parry and decapitated him, maybe your character didn't do it right, or rule 1a came up for some reason, or THE GM WAS WRONG AT YOUR EXPENSE. Regardless, complaining about it is not going to fix things.
Apply for a position in the game by sending me a PM with a filled in character sheet. You have 100 points to distribute among your stats (Strength, Dexterity, Intelligence) on a point-for-point basis (ie if you put 10 points in Strength, you will have 10 Strength).
Name:
Weapon:
Strength:
Dexterity:
Intelligence:
First move:
Two players at a time, although if I actually prove up to this, there will be a high rate of turnover.
Note that this is a brutal game, with first-turn death a possibility.
Also note that there are no guarantees of enjoyment, humor et al, including the implied guarentees of merchantability or fitness for a particular purpose, although the spelling is usually right.
Sorry, I did this offline and tried to set it up so that you could read it in small pieces at a time, then I came here and found out that apparently you can't nest spoiler tags. So, this is a big wall of text warning.
Edit: Did some subsectioning using CODE and QUOTE tags but it's still not the level of formatting I was aiming for.
Character Sheet:
Character Details:
Name: Character's name here.
Strength: How much of their Strength they will use without making a conscious effort.
Dexterity: How much of their Dexterity they will use without making a conscious effort.
Intelligence: How much of their Intelligence they will use without making a conscious effort.
Weapon Details:
Weapon name: The term used to describe the weapon.
Weapon length: What range the weapon can and should be used at in SUs.
Weapon skill determinants: The impact of each statistic on attacking with this weapon.
Pre-Battle AI Settings: Stance, Mobility, (disabled AI options).
Role-Play:
Starting Actions:
Example filled in character sheet:
Character Details:
Name: Example_Dude.
Strength: 30.
Dexterity: 30.
Intelligence: 40.
Weapon Details:
Weapon name: Wooden beam.
Weapon length: 100.
Weapon skill determinants: 50% Strength, 20% Dexterity, 30% Intelligence.
Pre-Battle AI Settings: Offensive Stance, Mobile, (no Stance Change, no Stand up from ground).
Role-Play: Example_Dude didn't care anymore. Whatever cruel twist of fate had landed them in this death match, there was no going back.
"Hey, you! Hurry up and pick your weapon already!".
The Armsmaster was growing impatient. Example_Dude stopped musing and looked around for something that looked like it would do the trick.
Then it saw it: where the arena had had some work done on its ceiling, there was a pile of building materials which hadn't been cleared away yet. Near the top of that pile was a wooden roof beam that was fully as tall as it was. Example_Dude was inexplicably drawn to it.
"How about this?" asked Example_Dude.
The Armsmaster looked thoughtful. "The rules say you must fight with something off one of the Racks. I know...".
The Armsmaster pulled the lumber from the pile and balanced it across the tops of two Racks.
"Now hurry up and pick a weapon from the Racks!" the Armsmaster said a bit louder.
Example_Dude smiled.
Starting Actions: Move to 100 SUs of my opponent, then perform an Offensive Feint (50% Intensity) while ignoring my opponent's actions, followed by an Attack (50% Intensity) while ignoring my opponent's actions, then fully reenable the AI and let it deal with the rest of the turn.
Time:
Time is measured in time units, or TUs. Each action takes a certain number of TUs to execute then recover from. Fractions will be discarded.
Space:
Space is measured in space units, or SUs. These do not relate to any real-world measurements but as a rough guide you can think of your character as being 100 SUs tall. Fractions will be discarded.
Strength:
Strength can be considered as the ability to exert force and to withstand pain.
Dexterity:
Dexterity can be considered as determining coordination and speed.
Intelligence:
Intelligence can be considered as the ability to develop plans, change plans and interpret information, including information relayed to them by their senses.
Base TUs to perform action (Complete = when the action is considered done, usually when calcs take place. Recovery = when the action is 'finished' and a subsequent action may be initiated)
Complete=(100*Intensity), Recovery=(100*Intensity).
Complete=(50*Intensity), Recovery=(50*Intensity).
Complete=(50*Intensity), Recovery=(50*Intensity).
Complete=(50 - (25*Intensity)), Recovery=5.
Complete=(75*Intensity), Recovery=(75*Intensity).
Complete=(SUs_to_cover / (100*Intensity)), Recovery=5.
Complete=0, Recovery=10.
Complete=(150*Intensity), Recovery=5.
What the AI can and can't do:
When active Intensity is >= 100%, AI is disabled.
AI can change stance unless stance changing is disabled.
AI will act offensively or defensively based on the character's stance. If it thinks the situation justifies it, it will change stance (probably at 100% Intensity) and re-evaluate.
When interpreting a player's orders, the AI will try and do what it thinks is in line with the orders. For example, an order like "wait for my opponent to feint an attack, then attack(100%) before they recover" will result in the AI looking for offensive movements from the opponent and attacking when it 'thinks' (as determined by an AI_Intelligence roll) the opponent is feinting, even if it means changing stance, or if the opponent was really attacking.
When asked to 'wait' for a circumstantial trigger before an action, then when that trigger triggers, there will be a small delay equal to 10% of the Completion time of that action because it takes time to interpret circumstances and react. This does not apply if the wait was for x TUs to pass.
The AI does an AI_Intelligence roll for anything that depends on the character's perceptions. Success will result in a correct interpretation (eg that that 'attack' is just a feint) while failure will result in an incorrect interpretation (eg that a feint should be defended against). Note that if the AI is instructed to interpret something a certain way (eg "interpret next offensive movement as a feint") there will be no AI_Intelligence roll.
Whether the AI moves or not is affected by whether it is told to be mobile or stationary. It can change this setting unless explicitly told not to.
When evaluating a player's instructions, the AI will do an AI_Intelligence roll under some circumstances (eg when it is not clear whether a condition has been satisfied). Failing the roll means drawing the wrong conclusion.
When moving, the AI only assesses the situation every 5 TUs because it's harder to react quickly when you're moving. As an exception, instructing it to reach a set distance from a stationary object (eg "stay at least 10 SUs for lava pools") will not be affected due to pre-planning.
The AI will not feint at all unless it is given a guideline on when to use it (possible AI roll necessary).
Intensity:
At present, Intensity combines both concentration and force (ie how much of your mental and physical being is involved). Because it takes concentration, a penalty is applied to AI calculation of (Intelligence*Total_Intensity)
. It is possible to do some actions simultaneously (eg Move and Attack) with (Intensity set for the actions by player or AI)
spread between them but if (combined Intensity of the actions in progress)
exceeds 100% then all actions are penalised by the equivalent of (Total_Intensity-100%)
until Total_Intensity is 100% or below. When describing your actions, you should include an Intensity% with each action.
Intensity used on stats:
All characters are capable of realising a value of 100 in any stat, with the 'base' values representing what their lives have taught them to use without having to concentrate. It is possible to boost these base stats by devoting Intensity to them. The bonus is (Base_Stat + ((100 - Base_Stat) * Intensity))
. This bonus is applied before the AI's Intelligence roll penalty, so this won't give you better AI.
Combat:
The weapon skill determinants of the weapon belonging to the first character to 'complete' an Attack or Defend determine the percentage of each character's stats used in the three 'clash calcs'. Each 'clash calc' consists of ((((character1_modified_stat_val * Action_Intensity) * Possible_Range_Penalty) - (TU_penalty)) versus (((character2_modified_stat_val * Action_Intensity) * Possible_Range_Penalty) - (TU_penalty)))
. The range penalty if a character is not at a weapon's designed range is currently determined by ((Actual_Range / Designed_Range) without exceeding 1)
.
The totals of the calcs are then added up. Pain and damage are then dealt according to ((character1_Total_Calc_Vals * character1_Multiplier) - (character2_Total_Calc_Vals * character2_Multiplier))
with each character taking a turn as character1. The multiplier is based on the number of calcs won (1 = 100%, 2 = 200%, 3 = 300%). In the case of a draw in a calc, neither character is considered to have won it. If a character is defending then they do no damage to their opponent and the calc goes (((attacker_Total_Calc_Vals * Attack_Intensity) * attacker_Multiplier) - ((defender_Total_Calc_Vals * Defend_Intensity) * defender_Multiplier))
.
Pain:
Pain is usually a result of being attacked. When it is inflicted, the victim gets a chance to resist it with a roll of (Pain_val - victim_Strength)
, with the result being dealt as a delay in TUs before a new action can be attempted (while this does not stop actions in progress, the delay is at 50% Intensity which may cause penalties).
Stances:
The two stances are offensive and defensive. In addition to affecting the actions of the AI, they also give a bonus during their related activities and a penalty during their opposed activities of 5% to stats after Intensity but before other calcs. There is no neutral stance. Note that there is no TU cost to adopt your stance at the start of the match.
Mobility specifiers:
The two specifiers (stationary or mobile) tell the AI whether it is allowed to move or not.
Unarmed combat:
This might be properly implemented in a subsequent version of the rules. Right now:
1. Effective unarmed range is 0, instead of considering how long your arms and legs are.
2. A punch shouldn't be as effective as a sword slash but I haven't got the penalties in place yet.
3. Currently no penalties when blocking a sword with your hand.
4. Broken limbs etc also not implemented, which reduces wrestling, although a quick Strength1 versus Strength2 calc will probably be enough to determine if you can pick them up or not, which will effectively disable them unless you put them down or maybe slam them for a potentially effective attack (if they let you get that close they probably deserve it).
5. Weapon skill determinants are identical to the percentages of your base stats.
Offensive Feint:
If the opponent's AI is allowed to defend, this forces it to make an AI roll of ((AI_Intelligence - (feint_Intensity / 2)) versus (random(1 to 100)))
to resist defending against the feint.
Defensive Feint:
If the opponent's AI is allowed to attack, this forces it to make an AI roll of ((AI_Intelligence - (feint_Intensity / 2)) versus (random(1 to 100)))
to resist attacking against the feint.
General rules and advice:
Turn length is going to be 1000 TUs this time around. It is almost certain that the situation will change between you giving your orders at the start of a turn and when you will be able to do so again. In other words, the AI's actions could be of more consequence than your own, so try and 'program' it well.
Turn submissions must have an action section (ie your orders for the next turn) and may have a 'role-play' section, preferably with the role-play section italicised and the action section either bold or plain. I intend to post the role-play section each turn but will be withholding the action section. This is due to the concern that it would be impractical to perform sneak tactics like picking up sand to throw at an opponent at a later time.
With regard to role-playing, bear in mind that you should probably avoid drawing attention to any plans that you are not quite sure you will implement that turn before the other player can react to them. Also bear in mind that you (the player) don't know anything about your character's history before they entered the arena so no reminiscing about events before picking out a weapon for the arena bout. I'm sorry that that seems limiting but I'm currently thinking up a back story for the world and having role-plays that don't fit it would be senseless. I may modify your role-play if I see a possible problem but I really don't want that sort of situation. For what it's worth, what I can tell you is that the arena has multiple Armsmasters who help you pick out a weapon, plus due to the wide variety of different battlefields in the arena the place is constructed of various types of materials and it is plausible to find just about anything somewhere in it.
Due to the considerable changes to the rules, I'm going to allow you to submit two character sheets. If the first two combatants die in the first turn (with non-fixed-length turns, there might be ten or more attacks per turn and my analysis shows that a one-hit kill is possible in some circumstances. Also, pain can mean that the first blow decides the match, with the opponent unable to mount an effective defence) then I'll automatically put your second characters in for bout 3.
If you perform an action for which I haven't set up a rule, I will either try to adjust the action towards an existing rule, do a 'temporary rule', or say that it is impossible (eg trying to do a kick further than 0 SUs will be ruled as impossible even though it sounds reasonable, because as I mention elsewhere unarmed combat isn't properly implemented yet).
When the match starts, the characters will be 150 SUs apart. While you won't get an unwieldiness penalty this time around, having a weapon longer than that will put you at a disadvantage, especially if they advance.
I'm guessing I won't get around to implementing a map for this bout but I'll accept commands like 'head for the nearest weapon rack' or 'stay at least 1 SUs away from lava (as a special treat I'd even have the AI check that it isn't about to fall into the lava each SU instead of every 5, unless the AI is disabled)'.
Remember that your character can do more than one action at a time, within reason (eg no Attack and Defend, nor Attack and Attack). Bear in mind that the AI may add actions as appropriate, so you might want to leave some Intensity for it to work with.
While there may not currently be a penalty for doing multiple actions, bear in mind that five actions at 10% Intensity each are unlikely to be as effective as one at 50%.
A lot of the calculations have no random component. This is partly so I can test the balance without 'random noise' in the results, partly so that a good strategy stands a better chance than 'hoping for a 5 or 6'.
There is no need to have a weapon's skill determinants match what one might expect from such a weapon type. For example, a sledgehammer which involves 0% Strength in its determination is legal this time around.
There is a difference between "When the enemy feints, attack" and "When the enemy makes an offensive movement, attack". Both of them imply waiting (and the accompanying delay before reaction) but only the first has an AI roll.
Telling your character to 'do action1, then do action2' does not require the AI to be enabled to work, nor does it have a reaction delay, due to being pre-planned.
Fractions are generally discarded, so for example a feint at 51% Intensity will take as many TUs as one at 50%.
Wielding two weapons with one hand each is not currently supported.
Weilding one weapon with two hands is currently flavor only (ie no bonuses or maluses).
Characters start the match with 100 hitpoints. At present a player with 1 hitpoint left will fight as well as one with 100, due to no 'lasting maluses' being implemented such as for limb loss.
There are currently no bonuses or maluses relating to relative height (eg you standing, opponent on ground) so beating a fallen foe is slightly more complicated than you might think. To make things slightly fairer, grounded opponents cannot move without standing up.
Each combatant has a coloured holographic tattoo projected on them for reference during the match. Its easier than coming up with nicknames for them all the time.
No throwing of weapons. Certain cases, such as close range throwing of sand (which doesn't count as a weapon due to lack of damage) are not affected by this rule.
As a test rule, it is possible as a free move to attempt to figure out either your opponent's Base Statistics or its weapon's. Success will be determined by your Intelligence, though I haven't worked out the formula I'll use yet.
Since it may not be apparent, both combatants are naked (this is socially acceptable). They also have no combat experience, with everything they know about using their weapon learnt between picking it out and entering the battlefield, thanks to the helpful Armsmasters.
It is not necessary to wait until your opponent is in range before starting an Attack or Defend action. Just rememver that the calcs are done once the completion TUs have elapsed. Also, an opposing AI with enough Intelligence might Move out of your range then move back in and attack before you recover.
I suspect it will be a while before I modify the rules unless something game-breaking comes up. The time and energy it took just to get this down was a lot more than I had intended it to take though I hope the result works out to be fairly good. Most of the effort that I had made up until halfway through Sunday (today being Monday) ended up being of minimal use because I tried explaining how everything worked before getting the formulae to a satisfactory point.
P.S. Well, I had to cut some stuff to get this ready in time, in particular this isn't as people-friendly as I'd hoped but I think the information you need is there if you look for it. If you don't understand something or you think you've found a contradiction/gross imbalance then send me a PM (observers included).