So while I was sitting around waiting for something new to do I figured why not make a duel system for players to use if they want to mix things up? Unlike boss fighting we aren't all set with ALOT of hp, so our rolls need to be dragged down some degree. Code: [dice]d6[/dice] Players will be rolling a D6 to decide their base damage to a target. For this critical will be on roll of six and deal 10 damage, from there you had any bonuses you get. If you have (Hunting, Dual wield, Berserker) you can add +1 per rank (excluding beginner) in each of these masteries up to 5. so the max damage someone can do in a fight is a 25. For defense things would be a bit tricky. Players will roll another D6 for defending themselves if they feel like doing such. I'll get to the cost of doing a defense in a second, but like the damage rolling a 6 gives you -10 to damage suffered. If you have (Shield, guard, wellness) you can add a -1 per rank (Excluding beginner) for each of these masteries up to five each. If you have any type of armor (Outside trash level) you add a -1 for each piece regardless of armor grade. So the most you can defend is a 30. If you chose to defend from an attack on your turn you can still attack, however your damage is halved making you max damage a 13 (Rounding up from 12.5). If an attack would lower someone beyond 10% the damage is stopped at that point and the attacker wins the duel if the defender can not counter the fatal blow.
Draft IIDuel conditions Fighters may chose to roll a D6 to see the posting order. Each fighter must post a current status tracker in the respective board before proceeding. Rolls for the duel must all be placed in duel's roll thread. Each fighter (Max 4) Starts in center zone 5 with 100hp each. Teams may be formed if four fighters (2v2 only) or a all out skirmish. The fight takes place in a 3 zone by 3 zone field, 5 being the center. Ranged attacks can be done from a zone adjacent, while melee must be in same zone to attack. The dual stays in effect for 10 post rotations (20 if 3 or 4 people) or until all enemy combatants are at 10% hp. If the time ends the team with the most health remaining wins. Actions Players are given two actions for combat. If they chose a reckless attack this take up both of their actions, defending against a reckless attack can only be done with a single defense leaving a hard offence as the best choice against a target. Moving to a different zone cost one permitted action (Diagonal counts as one movement) and can not be done if being attacked unless full damage is taken or defending attack prior to moving away. Normal Attack Roll 1D6 Rolling a 1: Your attack fails causing you to miss and deal zero damage despite any modifiers or advantages you might have over your target. Rolling a 2-5: Your base attack damage ranges from 2 - 5 against your target. (Matching your roll) Rolling a 6: Your attack is a critical blow against a target dealing a base damage of 10. Risk: No risk if first action, if done as second action damage is reduced by half. Reckless attack roll 2D6 Rolling a 1: Your attack fails causing you to miss and deal zero damage despite any modifiers or advantages you might have over your target. Rolling a 2-5: Your base attack damage ranges from 2 - 5 against your target. (Matching your roll) Rolling a 6: Your attack is a critical blow against a target dealing a base damage of 10. Risk: For the bonus damage you can deal to a target the next attack against you can not be blocked by anything. Defense roll 1D6 Rolling a 1: Your defense is not set in time and the attack hits you full force, no modifiers or advantages able to be applied. Rolling a 2-5: Your base damage blocked ranges from 2 - 5 against your target. (Matching your roll) Rolling a 6: Your Defense is perfectly set and defends against 10 damage itself. Risk: No risk if first action, if done as second action damage is reduced by half. Modifiers Attack modifiers: Wielding an arms item (Non trash level) provides +5 to damage (If you have dual wielding mastery +10) If you have (Beast taming, Hunting, or active Berserker) mastery above Beginner level you add +1 per rank up to a max of +15. Defense modifiers: For each armor item (Non trash level) Provides +1 to defense. If you have (Rouge, Shield, or guard) Masteries above beginner level you add +1 per rank up to a max of +15. Post template Code: [bg][health]XXX/100[/health][zone]X[/zone][/bg] Post here [center]Roll + Modifier = Total Link to roll | Status tracker Action 1 / Action 2[/center]