First off.
I have no skillz when it comes to Dice based battle system. The only knowledge i got is probably programing randomn skillz for Rpgmaker2000. So i have pretty good idea i think. If you have any suggestion for the system (being you like D&D style or huge table top RP players and all.) I will gladly conside it. But for now. Your stuck with me XP. I'll try to make this as simple as possible and as fun as possible.
2nd off.
This is NOT going to be a must for every RP battle. This is just going to be for Events
once again:
This is NOT going to be a must for every RP battle. This is just going to be for Events
3rdly off:
I am bringing this up now because i plan on releasing a battle themed Ria High event soon. (yes after 1 year XD) hopefully this will help it ::Thumbs up:: your opnion will decide or not if this event will happen or not.
Lets start shall we?
arrow The Setup
I think at this time we can only do a 1 on 1 kind of match with this system. Having that said each person will recieve a set amount of 200 HP. Yup HP. Hit points, health pellets, harry pigman. whatever you wanna call it, thats your currency of how much damage you can take. once it reaches 0, your dead/unconcious/drunk. Whatever you wanna call it. but either way once that happens. your unable to fight any futher.
Each player will have to pick a Trance style before they begin the fight. So far i have decided to put 4 trance styles at the bottom. You can only pick one for each fight. If you guys have any ideas for Trance skills please do tell me.
arrow the Choices
If you wanna be fussy on who goes first and what not. Toss one 6 sidded dice and whoever gets the bigger number get the call on who goes first.
After who goes first is decided that person has these choices:
Attack
Specialty Attack
The person recieving the attack will have these choices:
Attack back
block and attack
Specialty attack
then back to the person who first attack will get these choices
Attack back
block and attack
Specialty attack
and so on. in that pattern till somone reaches 0 HP.
arrow Attacking choice
Attacking is rather simple. Roll two 10 sided dice and whatever the resault is, thats the max amount of damage that you are to attack the opponent with.
arrow Defending
Defending is a little harder. First the person who is getting attack and chooses to defend will roll two 10 sided dice. If that number is greater then what the attacked has. The Attack is completely nullified. Meaning it does 0 damage. If the number is not greater then of the attacker. Then the reciever will get the damage listed. HOWEVER If one of the dies are a greater number then one of the attackers. That die can cancel out the other die. Leaving the damage to be only of one of the dies listed.
For example:
1st example
The attacker rolls a 1 and a 6
the defender rolls a 1 and a 1
Unfourtantly the defender sucks at life. He recieves all 7 damage to him
2nd example
The attacker rolls a 1 and a 6
The defender rolls a 2 and a 3
The defender will still get damage seeing that his defense isn't high enough to cancel out all of the damage. However the 2 the defender rolled can cancel out the 1 that the attacker rolled. Leaving a total of 6 damage to the defender.
3rd example:
The attacker rolls a 1 and 6
the defender rolls a 6 and 10
The defender Wins at life. He beats the attackers dice roll, leaving him without any damage.
Either way of what the resault is. After this turn is over. The Defender can attack.
BUT can only attack back with one 10 sided dice.
Defending against a defend and attack option
If you choose to defend up against somone who attacks back with a defend and attack option. You will be only allow to roll one 10 sided die in defense against it.
If your number is lower. You recieve all the damage. and can not attack back.
If you number is higher. You will only recieve half the damage (we round down the damage). and can attack back with one 10 sided die.
And if the person you attacked decides to also do the defend and attack option. This process repeats.
arrow Specialty attacks
We have a number of special attacks. They will have a defualt name, but feel free to call them whatever you want. Each battle you will be limited to only 10 Specialty points to use. Each specialty skill will cost you a different amount. So be carful on what you pick during battle. And pray that you have good luck with the dice XP. Using a specialty attack counts as a turn.
Parry- 2 points Consumption
Parrying is basically the same as Defense, except when you attack back you will be able to use two 10 dices to determine the damage of your attack. This can be used to counter a Defend and attack from the opponent. So even if your defense roll is lower then their attack, you will still be able to attack.
Faultless Defense- 2 points consumption
A defensive move that allows you to block off a massive amount of damage. The user will roll up to four 10 dices. If the opponent's attack is stronger then the amount you have rolled. Then the total damage you recieve will be the (attack) - (Faultless defense). This will count as a full turn. You can not attack after you defend.
Beat Rave- 2 points consumption
A Combo type move which will require the user to roll five 6 sided dice. Only the even numbers will count as attacks though. The same rules will apply to the defender. Even if the target uses defend and gets a higher result then the full combo, The target can only cancel two of the dice results, and still get damage from the others.
Fate, Chance and Destiny - 1-3 Points consumption.
Fate- This skill requires at least two dice being rolled. Using the Fate Skill will cost you 1 Point. If you are unsatisified with one of your Dice resault. (Regardless of what it is used for.) You may use this skill to roll your HIGHEST reasult again. So if its lower. Boo-hoo. You made that choice.
Chance- This skill requires at least two dice being rolled. Using the Chance Skill will cost you 2 Points. If you are unsatisified with one of your Dice resault. (Regardless of what it is used for.) You may use this skill to roll your LOWEST reasult again. So if its lower. Boo-hoo. You made that choice.
Destiny- This skill can be used for any time a die (or dice) is rolled. Using this skill will cost you 3 points. This will let you pick up to two dice to be re-rolled.
If you choose to use this option. Edit the post that you have the unsatisfied resualt in as fast as you can, so your opponent can see if you want to use that skill. (Since we have a delay between each post) ^^'' or just PM your opponent saying. DUDE. Hold up. Let me use this skill. Or whatever.
So in the process of doing this skill. DO NOT DELETE YOUR POST Just make a new post with the re-roll, with a statement that you used that skill.
Meditate! - 2 skill points
This skill will enable you to increase the next time you use basic attack option. Roll one 10 sided die and hope for luck. this skill can be stacked.
1-3 = 0 more damage
4-6 = 5 more damage
7-9 = 10 more damage
10 = 15 more damage
Heal - 1 point
This skill will recover some of your HP depending on the resault of the die. Just roll three sided dice. The outcome will be the amount of HP you recover. (3-18 possible) If you are in a posion status from deadly strike. Any heal above 14 will cure you of that status.
Deadly Strike! - 5 skill points
This skill will curse the enemy with a posion (or curse or whatever fits your character's style) status. if your lucky that is of course. Roll a 10 sided die.
1-3 = no posion status
4-6 = Posion status is set on opponent and he/she will loose 1 hp per turn.
7-9 = Posion status is set on opponent and he/she will loose 3 hp per turn
10 = Posion status is set on opponent and he/she will loose 5 hp per turn
Each turn is meaning whenever your opponent attacks.
arrow Trance Skills
When you player reaches 25% HP (50 Hp or less). A Trance skill which you selected before the match will kick in. Here are the choices you have:
Reckless Fighting: An Automatic skill (kicking in as soon as you reach 50 hp or less). instead of using two 10 sided dice to attack. You will roll three 8 sided dice. If your opponent tries to defend against your attacks, he will only be able to block off of your weakest dice. For example:
You roll 2 4 8
your opponent blocks and gets a 4 and 5.
He can cancel out your 2 roll with his 4 only. leaving a total of 12 damage to him.
During this skills duration you will loose your defend option. Specialty skills are available though.
Spiegel Style A Skill which can be chosen to use or not. A more of a counter kind of skill. When used you will roll two 10 sided dice as usual. If your resualt is higher , you will return the amount of damage your opponent launched at you plus the difference between the two dice.
Fo' example:
Your opponent attacks you with 5 and 5
you roll a 6 and 5
Your opponent will recieve 10 damage plus 1 (the difference). Resualting in 11 damage.
However if your Roll is weaker. You will recieve the full damage. And cannot use Spiegel style next turn. And thats no fun.
Desperate attack! A massive Blow which after it is used, can not be used again till after 3 turns. (Desperate attack, then normal, then normal, then you can use desperate attack) roll a four 10 sided dies to decide on the amount of damage you have launched.
If the dies are all even - Then a posion status of 2 hp per turn is also set on the opponent.
If the dies are all odd - The opponent can not attack next turn.
If the resault is within 4-10 - You will recieve that amount also healed to you.
If the Resault is within 35-40 - You recieve the lowest rolled die also healed to you.
Shadow striker A type of luck and estimate kind of Trance skill. This Trance groove will depend on what your opponent tosses at you. Whatever damage your opponent has attacked you with (not inflict on you) you will roll the same dice numbers and combos. If your number is higher then of the opponent, then the skill fails. If your roll is lower then the opponent, then you will attack back at the opponent with 1.5x the amount possible. Say your opponent rolls two 10 sided dice and gets a 19. Well then you will also roll two 10 sided dice. If you get 18, then you will attack back with a possible of 27 damage. If you get a 19, then you will be only to attack back with 19 damage (the same amount your opponent got) and if you get a 20. Then the skill fails and no damage is given to your opponent. All the same defensive rules apply though. -Submitted by Makie-san