NOTE: After this Forum has been worked out, and everything confirmed, I plan on Opening this as it's own Sub Forum, with Stages. We can't have multiple fights going on at the same time in the same stage, or same topic, People may become confused lol.
Set Rules: (Rules 2.0, Subject to change at anytime)
Deciding Who Goes First: The two fighting will each roll one 6 sided dice, whoever gets the highest result can decide who he/she wants to go first, rather it be him/herself, or the Opponent. If it results in a Tie, keep rolling the 6 sided die until someone wins.
Set HP: As of right now, All Players will start with only 500 HP. (This will be changed if It takes too long to reach 0, or if the HP Limit is not High enough to allow for Ample Play time. This will have to be determined by vote or complaint through the Crew and Members who Participate in the RP.)
Damage Generator (Random Number Generator) Will be between 2 and 50
Confirmed Hits (Random Dice Roll) Will be only an 8 sided die, and only one (1) Die will be rolled.
The Random Number Generator will be multiplied by the Number Result on the Die. (Ex. Random Number Generated for Damage Calculation is 20, Dice roll lands on 6, Damage received will be 20 X 6 = 120 damage received.)
Special Attacks: The Special Attacks will be determined by a select amount of Damage given to Opposing player through the result of the damage generated by the RNG. That Set Damage Will be determined by the Random Number Generator.
The Set Damage is 35 and Up. (So, if you generate 35 and above, you will be given the ability to perform a special attack)
NOTE: This may change depending on how often that range is reached.
How to Execute Special Attack: Just like all other attacks, the Random Number Generated will be Multiplied by the Dice Roll. However, When a Special Attack has been Reached, instead of Rolling one (1) 8 sided Die, the Executor of the Special attack will Roll Two (2) 8 sided Dice (Ex. Player One Reaches Special attack requirement. The damage Generated by the RNG (Random Number Generator) is 50, The Dice Roll result is 1 Die with a result of 4, and the second a result of 5, Number to be Multiplied is 9. 50 X 9 = 450 Damage Received is 450. That Damage will be deducted from the remaining HP of opposing player.)
Key Rules to Remember:
Concerning HP Deduction: This should be easy to remember. The way that the HP will be reduced, will be based off of the Dice Roll and the RNG Multiplied by each other.
Example:
Player One's RNG Result is 20 and P1's Dice Roll lands on 4
20 X 4 = 80
P2's Remaining HP is 100
P2 HP 100 - Damage 80 = HP 20 Remaining
100 - 80 = 20
20 X 4 = 80
P2's Remaining HP is 100
P2 HP 100 - Damage 80 = HP 20 Remaining
100 - 80 = 20
Custom Match Setup: Special Matches can be requested, and they can range from what ever you want them to be, from an adjustment to HP, to how many rounds it takes to win the match, to the removal of Special attacks to be granted.
Reaching a Special Attack: A Special Attack can only be reached once one player has managed to generate from the RNG damage ranging from 35 and Up. (Meaning that With only in one RNG result, you must reach at the least 35 damage, not if you've inflicted a total of 35 or more damage to your opponent within all the attacks you've generated calculated together. I don't want to see anyone cutting any loop holes with that here. You have to Inflict, with only one RNG result, 35 or more damage, and you can only have 2 Special attacks per Battle.)
When granted the Special Attack, You can choose to activate it Right away, or Save it for Later. You will only be granted 2 Special Attacks Per battle.
Requested Custom Battles will be conducted in 3 Rounds, First player to reach 2 victories in one Battle Is the winner. Best 2 out of 3 in Simple terms. So that Means you have 4 to 6 chances to use a Special attack per Match. (Remember A Custom Match Will be conducted in 3 rounds, best 2 out of 3 Wins the Match, Which also means, a Match can consist of only 2 rounds also.
It is Suggested that all Matches however be conducted in Sudden Death Format, but If Requested to have a Custom Match, you can have the best 2 out of 3 rounds to decide a victor, it's all up to you.)
Special Attack Example:
P1 has Reached the 35 Damage limit in one RNG result to be granted a Special Attack.
P1 Executes Special Attack. RNG generated is 40
P1 rolls 2 8-sided Dice, Dice results are 2 and 6
2 + 6 = 8
8 X 40 = 320
P2's Remaining HP is 350
HP 350 - Damage 320 = Remaining HP 30
350 - 320 = 30
P1 Executes Special Attack. RNG generated is 40
P1 rolls 2 8-sided Dice, Dice results are 2 and 6
2 + 6 = 8
8 X 40 = 320
P2's Remaining HP is 350
HP 350 - Damage 320 = Remaining HP 30
350 - 320 = 30
(Remember that the Damage Range for the RNG is only between 2 and 50, This will change if I see a problem with it at any time, it may be limited higher or lower on either end of the post action).
Post Format: The Post format is how the post will be set up, when submitted. I would Like for all Players to align their Character's Name, and The HP count to either the Left or the Right, never center, or left as is. This is a way so that we can all see the HP count and Character's Name.
Also, when granted a Special attack, Please Include it in your HP count and Character Name Header. (After you have reached your limit of Two special attacks, I'd like for you to put, No More Special Attacks to be Granted, once you've used up all special attacks.)
Accidental Neglect to Issue A Post Action: If this Happens, It means that You did not issue your attack, or your Damage calculation.
The format should go like this:
Attack Post: Dice Roll Result (The Post you make when executing your attacks)
Damage Calculation: Random Number Result (The Post After Your Opponent has stated How many times he was Hit, determined by your Dice Roll)
After those posts have been made, the RNG is Multiplied by the Dice Roll, then deducted from the Player's HP of Whom was Struck.
Damage Calculation: Random Number Result (The Post After Your Opponent has stated How many times he was Hit, determined by your Dice Roll)
After those posts have been made, the RNG is Multiplied by the Dice Roll, then deducted from the Player's HP of Whom was Struck.
NOTE: I will probably be abandoning this battle format for a much more simpler version I developed for another rp set up, But that doesn't mean this one can't be used if you decide to use it. I feel that the new one will be much more easily understood, and I'll post up it's format eventually.
