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Posted: Mon Apr 02, 2007 1:45 pm
The dice system is the one way we can actually determine a good fight, but drawing random numbers. This way, it's fair.
How it Works:
When you are in a match with an opponet, you must roll a 4 sided dice. you must Role play it while you're preforming your moves. To activate a counter, you must get a higher number than your opponet, but when trying to counter, you must hit a 4, if your opponet is preforming the attack and he/she gets a 4, then you can only block it without taking any damage by getting a 4.
Health Points:
Each player will have exactly 25 HP's. The dice your opponet lands on, when he successfully lands an attack on you, is deducted by the number he rolled. Same way when you're hitting them.
Damage Points:
When inflicting damage on your opponet, you deduct the number you had more than what your opponet rolled. If you had less, you take away points from your Health.
Recovery Points:
If your Character is enabled to recover his/herself, then this feature is effective. In order to recover lost Health, you wait how many turns you want to, after your opponet is done with his/her free turns, then you roll a dice. for how many turns you've wasted, roll a 4 sided dice and multply the number you rolled by the number of turns you've wasted
Turns:
When preforming an attack or going into a stance or even blocking, you waste one turn and then, it's your opponet's turn.
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Posted: Mon Apr 02, 2007 1:51 pm
Now, since I'm the most powerfullest member in the school, i get to have 120 HP. cheatin, ain't it? xp
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Posted: Mon Apr 02, 2007 1:53 pm
Fist or Fate? Fight!! (You must post this if you're going to fight someone. And if you don't quite get the Dice System and the HP's, then This is where you'll see how it works.)
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Posted: Mon Apr 02, 2007 1:55 pm
I'm fighting a Mokujin, a wooden punching thing. He's going to help me explain how this system works.
To role play while fighting is nothing at all. You just narrorate what you're doing. For example...
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Sryup rolled 1 20-sided dice:
7
Total: 7 (1-20)
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Posted: Mon Apr 02, 2007 2:00 pm
Say if i want to preform a Raijin stance... (Oh yeah! Stances take up HP, depending on what you're doing. I'll explain it later...)
Mikado goes into his Raijin stance and charges of electric energy surrounds him. -20 HP (after that post, you have to put how much of your HP you're using to add sides to your dice. Now i can add 20 more sides to my dice. the Max you can take away at a time is 20, This applies for everyone.) (Now, if my opponet wants to attack me, he/she's going to have to roll a number higher than what I roll to hit me. This is a risky move)
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Sryup rolled 1 4-sided dice:
2
Total: 2 (1-4)
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Posted: Mon Apr 02, 2007 2:02 pm
*Points up* (I rolled a 7. My opponet must roll a number higher than what I rolled, or a number closer to my number to take off damage that he inflicted on himself. And remember to post your HP in every post, just so an opponet can know what you're HP is.)
Mokujin slams fists into ground and runs into Mikado. (Now, if you want to, you can also go into your stance and add the number of sides you want to take away from your HP to increase a chance on landing a hit on your opponet.)
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Posted: Mon Apr 02, 2007 2:06 pm
(Mokujin just lost 3 HPs. he now has 22. You can also Role Play this scene of your opponet prefroming his counter and your character getting hit by the attack.)
Mikado reverses Mokujin's tackle and throws his own shoulder into Mokujin's face. Mikadp has 100 HP left (since no damage was inflicted on me from Mokujin's attack, i only made 3 Damage Points on Mokujin. It's best to just attack head on, but it's also risky to just attack ruthlessly like so.)
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Sryup rolled 1 4-sided dice:
2
Total: 2 (1-4)
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Posted: Mon Apr 02, 2007 2:14 pm
(you can only preform a special attack when your opponet has half HP then he/she had when they started. like so...)
(Mokujin now has 1 HP left.)
Mikado Throws a kick to Mokujin's body. (When preforming a special attack, you must wait two turns, to give your opponet a chance to recover, only if your character has taht ability, or to try and win the match back. It's easier to preform a normal based attack, rather than risk your HP for a special attack. Since Mikado has a lot left, i can do anything to K.O. Mokujin.)
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Posted: Mon Apr 02, 2007 2:16 pm
(Now if your attack is the highest number, then you successfully hit automatic. Specials can also be repeatedly done, 4 turns is max for 4 sided dice only.
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Posted: Mon Apr 02, 2007 2:17 pm
Mokujin K.O.'s and falls onto ground. As soon as he does, his entire wooden body breaks apart.
K.O.!!
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Posted: Mon Apr 02, 2007 2:19 pm
(You can choose to keep Role Playing after your opponet K.O.'s, or even get into another match, but you'll still have the same HP as when you finished the match.)
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Sryup rolled 20 100-sided dice:
99, 58, 85, 27, 72, 3, 7, 66, 53, 100, 24, 49, 93, 63, 67, 14, 18, 23, 3, 96
Total: 1020 (20-2000)
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Posted: Mon Apr 02, 2007 2:21 pm
ANy question about the Dice System, come post in this forum
Mikado preforms Raijin Thunder God Fist. -50 HP
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Posted: Tue Apr 03, 2007 12:38 pm
I should make it so that the captains get more HP than the normal members in the clubs. maybe in the next preliminaries.
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Posted: Tue Apr 03, 2007 3:28 pm
ok i think i get it, but so when we put in those words to start a fight, the dice start up as well for each turn?
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Posted: Tue Apr 03, 2007 3:53 pm
Oh I get it. I like this its a good idea for a fair fight and it has some skill added too.
Tri all you have to do is click on action and roll dice.
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