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Posted: Mon Oct 01, 2012 7:00 am
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Posted: Mon Oct 01, 2012 7:02 am
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▬▬▬Rules of Dungeon DICE Combat▬▬▬
1. ALL players will be given a turn order at the start of a battle under this style. To decide whom goes first, roll 10d10.
2.Notice that you're both on a Battle Grid. It is very important to know how far or how close your are to your opponent for battle purposes.
3. At the start of your turn, you can move closer towards your opponent to attack. You can normally move 5 spaces and act, but there are different styles of move actions: -Charge: Moving a full 10 spaces in any direction without attack, great for close combat fighters or retreating WARNING: if you're ever within attacking range of your opponent (close range; 1sq difference) and you run away, you invoke an ATTACK of OPPORTUNITY where that opponent goes directly after you and is able to attack you at the start of their turn and then proceed with their movements. -Move&Act: move 5 spaces in any direction and then performing an attack of your choice. -You can break up the moves and do a move-attack-move or attack-move, just as long as it's within the movement range. -Defend: Not moving at all and taking half damage if your opponent attacks you that turn (If odd number, round down). *Movements steps do not carry on to your next turn
4. For attacking, roll whatever the attack dice number is for your level. Rookies: 4d4 Champions and Armor: 5d4 Ultimates: 6d4 Mega: 7d4 (This includes: Omnimon, Imperialdramon FM&PM, Chaosmon and other composite digimon formed via DNA of two megas, except for Susanoomon) Super Ultimate, Burst, Other Higher stages: 8d4
5. Named Attacks or Special attacks, double the damage of what you roll, unless the attack deals Normal damage. This means that you roll the normal amount of dice and then double that number. ex: -Tamer roll 4d4, gets 12, that number is doubled. So the attack does 24 damage. this does not apply if your attack says it does normal damage
6. If you use a named move (Off, Def, or Healing), be it normal or double special damage. You will have to posts 2 times of recharge before you can use it again. This is very important: Each move does not have it's own recharge counter. Ex. Say you use Pepper Breath, you will have to post 2x after that before you can use it or any other named attacks on the following turn.
7. As far as action range goes on the grid, there are Five types: -Normal Attacks- close normal damage attacks have a range of 1 square horizontal, vertical, and diagonal -Close Range Named Attacks-Close and personal attacks that reach 2 squares horizontal or vertical, and 1 square diagonally. -Long Range Named Attacks- Distance moves that reach six squares horizonaltally or vertically, and 5 squares diagonally. -Self Power-Ups/Healing- 0 range moves that hit yourself. -Enemy De-buffs & Ally Healing/Power-Ups- same range as Long Range Attacks
8.Though it is completely impossible here, if you were to digivolve, you enter DIGIVOLVED State. Roll 2d6 to decide how long you can stay in that state. After you've entered DIGIVOLVED you can free go to your other forms, but you can't do anything else during that turn. IMPORTANT: On the turn you enter DIGIVOLVED you are immune to attacks and special status wear off, both good and bad.
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Posted: Mon Oct 01, 2012 7:17 am
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Posted: Sun Oct 14, 2012 12:02 pm
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RK Ulforce Veedramon Crew
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RK Ulforce Veedramon Crew
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Posted: Wed Oct 17, 2012 7:05 am
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((Added to the Database))
Controlled Free-Form RP Combat
In this style of combat, there are no special attacks, no recharge counters, no nothing other than pure use of skill to RP your way through a given scenerio.
The only mechanics used in this form are Post Turns and something now known as the "Hit Control Roll".
This system is merely used to control the rate at which your bulldoze through spawning enemies during your post, roll 1d4 + 1 for every level you may be above Rookie level. The number you get from here determines how many "HITs" you are allowed to make in that post. Each type of enemy has a certain amount of hits that it takes before they fall and The hits amount players may stack if used towards the same enemy. Below is the required HITs formula: -Rookie: 1 HITs -Champion: 3 HITs -Ultimate: 4 HITs -Mega: 5 HITs -Anything else above mega: 8 HITs
Example: Say Gaomon is at Champion level, Gaogamon. During my turn, I would roll 2d4. I roll and I get 6, that means that I can make six hits in that turn. This means I can either take out six rookies, 3 champion, 2 ultimates, or some combination of targets who's total HIT amount is equal to or less than 6.
Example2: Say Gaomon is NOT at Champion level, but is at Rookie level. I would only roll 1d4. I roll and I get... 1, but I'm facing a Champion Level digimon. I can still make the attack on the Champion enemy, but it will still require one more hit before it can be defeated. Either you can make the remaining HITs on your next turn OR your ally can come in and make the finishing blow.
Team work will keep everyone in the green, so pay attention to the posts of everyone in your turn.
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WARNING: Enemies can attack you as well on their turn, so finish them off quickly.
Tamer Hits: 3HITs Digimon Partner [R]: 4 HITs Champion Partner: 6 HITs Ultimate: 8 HITs Mega: 10 HITs Anything else above mega: 12 HITs
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Posted: Sun Oct 28, 2012 2:40 pm
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K.Oes and DEATH
If K.Oed Due to reaching maximum HITs, Both Marco and Veemon have ended the K.Oed state. This is not the same as DEAD, the they are very much proven incapable of doing anymore combat for quite some time. Now that we've reached this point, it might be a good idea to know when your character will actually die. Because you have been deemed as a HERO of the digital world, both you and your digimon are protected by the BOND OF FRIENDSHIP which prevents you from being able to be completely wiped from the digital world. Meaning that as long as you [the tamer] or at least one of the digimon (whether in the digivice or active) you will be safe from death. HOWEVER if you AND all of your assigned digimon are put in K.Oed state, you will be considered as DEAD. ~In regular cases, if the digimon were K.Oed and the tamer were okay, the tamer could simply substitute the digimon out for another. If in reverse, the digimon would be able to carry their tamer to safety at a penalty of -1 to all their HIT Dice and not being able to enter DIGIVOLVED state. ~ BUT in this case where both the tamer and active digimon are K.Oed it is up the their allies where they have the decision of... A) Carrying the K.Oed tamer with them [Trophy chance]-If this option is chose, the tamer in question may still post for activity, but they cannot attack, summon digimon, or have their post count towards any missions (previous posts still count) -The tamer holding the ally will take on the K.Oed tamer's penalty: -1 to all HIT while carrying B) Leave the tamer behind to die* [Trophy Chance]-If this option is chosen and the tamer does not reach the ending of an ACT, they will be considered as DEADNOTE:*Whenever a digimon is K.Oed, they will automatically be pulled into the digivice thanks to your HERO License.
When you die -If you die in the RP event, your RPC is considered removed from the event, but the user is not out of the event. -At the start of the next Act, a user will be able to start a new character profile to enter with a clean profile, meaning you will lose all your previous trophies. -Also, the digimon that your previous character used will also be removed from the event meaning that you would have to enter with brand new digimon. (if a user does not have enough digimon to start over with at least one then they are then officially removed from the event) -HOWEVER, if you manage to acquire a SAVIOR TROPHY you can simply restart you old character with no penalties other than losing the savior trophy.
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