Tournament Combat Rules

From #BlkDragon*Inn
Revision as of 01:53, 17 August 2017 by Metalslime (talk | contribs) (Optional Tactic: Combat Styles)
(diff) ← Older revision | Latest revision (diff) | Newer revision → (diff)
Jump to navigation Jump to search

These are the basic combat rules for the DICED tournaments held in Drache. The following are a combination of IC and OOC rules governing the tournament.

You may submit only two characters per person and only one character per bracket, per tournament. Past tournament participants are certainly welcomed.

Due to the nature of dice, everyone has an equal shot at winning. All you need to do to participate is to submit a character's name, race, weapon type, and general availability to schedule bouts, to the sign up thread for the current tournament. Please don't submit joke characters or the organizers may deny them - it takes away from the drama.

For the purposes of combat, all magic will be subtracted from the arena, leaving the fighters to only rely on their strength, speed and skill, save for during the mages' duels. In the event of a mage tournament, certain schools of magic will be limited or outright forbidden, such as necromancy or other summoning schools of magic, unless otherwise specified.

Categories

  • Armed: fighting with weapons to unconsciousness or death (7 hits)
  • Mounted: fighting with lances until thrown out of the saddle (choice to surrender or keep fighting on foot from here)
  • Archery: Using a bow to hit targets at increasingly further distances

Stand-Up Rules

Both fighters step out on the arena as they're announced and wait for the announcer's order to fight. At this point, both sides roll 1d20 for initiative. The higher roll goes first.

Combat Turns

  1. Attacker describes attack and rolls 1d20.
  2. Defender rolls 1d20 and describes a hit or a miss.
  3. The roles of attacker and defender then switch. Etc.

Hits

An attacker who rolls higher than the defender scores a hit and records it as a point. 7 hits are enough to drop an opponent into unconsciousness or death and claim victory. Attacker's natural 20 scores 2 points instead of 1, for an aggravated wound. Defender's natural 20 scores 1 point against attacker. Defender then attacks normally. Same numbers mean re-roll.

Mounted Rules

Both fighters ride out on the arena as they're announced and wait for the announcer's order to fight.

  1. No initiative is rolled. Both fighters charge each other and roll 1d20, then turn around and repeat.

Hits

A higher 1d20 scores a hit on the opponent. A fighter who has been hit 5 times is automatically unseated from the saddle and brought 1 hit away from losing. The unsaddled fighter can then choose to submit or to keep fighting on foot, at which point it's considered sporting to accept the challenge.

Any natural 20 unseats the enemy from the saddle and brings him 1 hit from losing.

If rolls are the same, re-roll.

Tactics

The tournament is based on chance but players can make some tactical choices to affect their odds.

Standard Tactic: Augmented Rolls

Once per match, each fighter has a choice of making either a single augmented attack or augmented defense. Deciding which to use and how to time it is up to the fighter.

  • Augmented attack: Roll d20 for a single attack twice and use the higher number. This move can be declared at any time on the fighter's attack turn.
  • Augmented defense: Roll d20 for a single defense twice and use the higher number. This move can be declared at any time on the fighter's defense turn.

Remember: only a single augmented roll can be used by each fighter per match.

Optional Tactic: Combat Styles

This rule is optional because it complicates the game but gives players more choice. Twice per match, a fighter can switch their combat style between aggressive, defensive or neutral.

  • Aggressive Style: Fighters concentrate on strong offense, gaining +3 to every attack roll. However they become worse at defending, getting -3 on all defense rolls.
  • Defensive Style: Fighters concentrate on blocking and parrying, gaining +3 to every defense roll. However their offense suffers, incurring a -3 on all attack rolls
  • Neutral Style: Standard balanced fighting style without any bonuses or penalties.

Players may start the match in any style they wish. They may switch their style at any time during the round, before their next roll.

Only two style changes per match are allowed. Furthermore, a fighter can only change styles by a single "step." In other words, if you want to go from Aggressive to Defensive, you must first switch to Neutral, then to Defensive and vice-versa.

For Example, a fighter might go Aggressive->Neutral->Defensive or Aggressive->Neutral->Aggressive or Neutral->Defensive->Neutral, etc.

A note on Natural 20s: Rolling a natural 20 on defense always inflicts 1 point on the attacker, even if Aggressive Style would ordinarily boost the adjusted total above 20. Likewise, if a natural 20 on attack is blocked by a Defensive Style adjustment of above 20, it still inflicts 1 point of damage.

Archery Rules

Any number of archers can compete in this contest, whose aim is to demonstrate the best possible marksmanship while hitting a stationary target.

There are five target ranges, each with their own AC. The numbers listed below represent AC to hit the target's rim/middle/bullseye. Rolling below rim AC means the arrow missed entirely.

Range Rim Mid Bullseye
1 8 10 12
2 10 12 14
3 12 14 16
4 14 16 18
5 16 18 20

Each archer fires three shots at each range, scoring points for how well they did.

Miss: 0 points; Rim shot: 1 points; Mid shot: 2 points; Bullseye: 3 points; Natural 20: 4 points

The points are tallied after all three shots at that range. If an archer fails to get at least 3 points, they are eliminated. Otherwise, they proceed to the next range.

If all archers (or all except one) have been eliminated, the last archer standing is declared the winner. If multiple archers remain in the game after Range 5, their total points for the whole contest are tallied up. The one with the most points is the winner.

In case of a tie, the remaining archers make three opposed shots, each rolling 1d20. Higher number beats lower number. The archer with the best two out of three shots is declared the winner. In case of another tie, the tiebreaker is repeated until a winner emerges.