Battle Dice System Jun 1, 2021 7:55:28 GMT -6
Post by wish on Jun 1, 2021 7:55:28 GMT -6
BATTLE DICE SYSTEM
BATTLE DICE SYSTEM RULES
1. The dice system on TA is optional, and as such when used in a thread all players should agree to the use of the system.
2. Members must collaborate with each other when the results of dice rolls will affect other characters in the thread.
3. Rolls may only be done once -- meaning, you cannot post your dice roll, delete your post, and then re-roll to try again, or create multiple posts and delete all but your best roll. You get one chance per round.
4. When using dice in battle members should follow this battle system, or agree upon a system for their own use.
5. This battle system form is required for each post in a battle thread where the members both agree to use the dice. Don't forget to remove the asterisk before the roll command.
[b]Attack move:[/b] Write the desired attack here. Members can write the move before or after the rolls have been determined. It does not matter.
[b]Attack Roll:[/b] [*roll=1d20+/-modifier]
[b]Damage Roll:[/b] [*roll=1d12+/-modifier]
[b]Character HP:[/b] character HP
6. Anyone who suspects intentional misuse of the dice system should report it to staff via DM
The battle system has three different components to ensure a fair battle between two evenly or unevenly matched cats:
- Attack roll
- Damage roll
- Health Points (HP) bar
Similar to the Universal dice roll, the attack roll will be for one move. This is based on a 20-sided die (or D20) and includes critical successes/failure. Please note that checks in battles have a different success/failure rate than the universal rules. This is to ensure that attacks are more likely to be successful so that the battle moves more quickly.
- If in battle and you roll a 5 or lower, your attack misses.
- If in battle and you roll a 6 or above, your attack hits.
The damage roll will determine the strength of the attack and the amount of HP the other cat will lose from the hit. This is based on a 12-sided die (or D12). This does not include a success/fail rate.
The health points (HP) will determine the overall length of the battle, and similar to modifiers, will be determined by age.
With this system, an average battle between two evenly matched cats is around 10-15 posts in length. A battle between two unevenly matched cats is closer to 6-10 posts in length.
CRIT SUCCESS AND FAILURE
The attack roll in the battle system can be affected by criticals and will need to be confirmed in battle. If your attack roll is a natural 20 it is a critical success that needs to be confirmed. If your attack roll is a natural 1 it is a critical failure that needs to be confirmed.
Rolling a 20
If you roll a 20, this is a critical success. You must roll again to confirm the success. If the second dice rolls an 11 or above you confirm the critical success.
In the battle system, a critical success equals x2 damage in battle. For example, if a cat rolls a 6 for their damage roll, then their new damage roll will be 12, and the opponent will have to -12 from their HP.
This is also reflected in the in-character thread as the cat will be able to use a move that matches the new damage roll. Remember to communicate with your battle partner to determine an agreed upon wound or battle outcome.
If the second dice rolls a 10 or lower, you do not confirm the attack, and the cat simply hits their opponent as normal.
Rolling a 1
If you roll a 1, this is a critical failure. You must roll again to confirm the failure. If the second dice rolls a 10 or below, you confirm the critical failure.
Unlike the critical success, a critical failure does not impact the dice roll; instead, the cat will embarrassingly miss their attack and potentially harm themselves
If the second dice rolls a 11 or higher, you do not confirm the critical failure, and your cat merely misses the attack. However, they do not look like an absolute idiot.
HP determines the overall length of the battle thread. We recommend that cats should consider a retreat once their HP has reached below 1/2 of their overall HP. For example, a warrior with 60 HP should consider a retreat at 30 HP.
When a cat is below 1/2 of their HP in battle, the in-character post should reflect this (exhaustion, noticeable wounds, sluggishness, etc.) That said -- a character does not have to retreat if it does not reflect their characterization. A determined or hot-headed character may choose to continue the battle despite their odds.
When a character reaches 0 HP in battle, this does not mean the character dies (unless the member wants them to die). Characters can either black out from the attack or admit their defeat and lose the battle. This depends on the context and characterization.
Make sure to communicate with the other member to ensure an agreed upon battle conclusion.
See the table below for the HP value you should use in combat:
|Under 6 moons (kits)||20|
|6 - 12 moons (apprentices)||40|
|13 - 143 moons (warriors)||60|
|144+ moons (elders)||50|
Hit Points are tracked and deducted by each player for their own cat. Your opponent does not track your HP. You do.
The ranges listed below are merely a guide and created to help members interpret dice rolls. Members are still allowed creative freedom with the roll.
Damaged is rolled with one d12 dice.
*In the case of Confirmed Crit Success, the damage is multiplied by 2 and the roleplayer has the freedom to make the attack as legendary as they choose. In the case of Confirmed Crit Failure, the character misses their attack and can even cause damage to themselves.
In battle, when rolling for damage, the result of the dice can be interpreted following this guide:
|Minor Damage (light scratches, bites, etc)||1-4|
|Moderate Damage (causes bleeding, etc)||5-9|
|Major Damage (causes scarring, etc)||10-12|
|Extreme Damage (causes scarring, injured cat receives -2 in next attack and damage roll modifier)||13+|