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Melee Rules
Topic Started: Apr 15 2010, 07:12 PM (712 Views)
DireWolf
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Hit points/health and stamina have a base amount of 50.
Lord characters have 30 points to distribute on their attributes. They may not have over 10 points on any one attribute.
Common characters have 15 points to distribute on their attributes. They may not have over 6 points on any one attribute.

Statistics and Skills
(Strength+Dexterity)/2->Combat
(Dexterity+Intelligence)/2->Trade
(Intelligence+Charisma)/2->Intrigue
(Charisma+Strength)/2->Lead

Hit Points=50
Stamina=50
Attack=Strength+Weapon
Defense=(Dexterity+Strength)/2+Armor+Shield+Weapon

Point System
1. No training and no education: 15 points (no stats higher than 6)
2. Training, but no education: 20 points (no stats higher than 8 )
3. Special training, but no education: 25 points (no stats higher than 9)
4. Education, but no training: 25 points (no stats higher than 9)
5. Training and education: 30 points (no stats higher than 10)
6. Education and special training: 35 points (no stats higher than 12)

Social Status
1. Commoner, Sellsword, Bandits, Wildlings, Mountain Clansmen, Thieves, Cut-Purses, Entertainers
2. City Guard, Scouts, Men-at-Arms, Pikemen, Archers, Crossbowmen, Hedge Knights, Night’s Watch
3. Golden Company, Faceless Men, (Dothraki)
4. Maesters, Merchants(Common characters can be educated by Maesters)
5. Anointed Knights, Lords (mostly players)
6. Kingsguard, (in theory, certain players)

For these fights we will be playing Lord characters with 30 points for distribution. Most of which will probably go into Strength and Dexterity. ;)
Please, also mention if the character is left or right handed, so that I know in which hand the weapon is being held.
Oh and when you've created a character send me the details in a PM.
Edited by DireWolf, Apr 15 2010, 07:23 PM.
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DireWolf
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Initiative
A dice is rolled for initiative every round. It determines which player is faster in the round and thus starts the offensive. The winner of initiative is the only player who attacks during the round, unless stated otherwise with the use of special moves. Initiative is usually a 50/50 probability, but with every Dexterity point that one character has more than the other he gains 5% in the roll for initiative. Depending on certain moves and the outcome of rolled attacks one can also gain or lose initiative.

Standard
1-30 evade
31-60 block
61-85 break through defense
86-95 break through armor
96-100 critical hit

These probabilities can change with the use of special moves. Each possible outcome has a 5% chance minimum. Any percentages added to one of the outcomes is subtracted from “evade” until it only has 5%. After that the added percentages are subtracted from “block”. If “evade” or “block” receive added percentages, then those percentages are subtracted from “break through armor” until it only has 5% and after that they’re subtracted from “break through defense”.

Terms
Evade – no damage, +30% initiative (opp.) (for next round)
Block – damage=Attack-Defense (opp.), +10% initiative (for next round)
Break through defense – damage=Attack- Defense/2 (opp.), +10% initiative (for next round)
Break through armor – damage=Attack, + wound, +10% initiative (for next round)
Critical hit – damage=Attack*2, + injuries, +10% initiative (for next round)

wound: opponent loses 3 HP every round
injuries: broken bones, punctured organs, massive head injuries or even decapitation or loss of limbs

A Round
First both players tell the judge what their offensive move and defensive move will be. After that initiative is rolled. The winner of initiative does his offensive move, the loser his defensive move. After the outcome of the attack is rolled a new round begins.

Stamina below 0: for every negative point of stamina the character receives –1 Defense, +5% evade (opp.) and -5% initiative
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DireWolf
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Attack=A Defense=D Range=R Cost=C Extra=E

Weapons
Pitchfork
A: 1 D: 1 R: 1 C: 10 stags E: -
Dagger
A: 1 D: 0 R: 1 C: 15 stags E: -
Iron Sword
A: 2 D: 1 R: 1 C: 30 stags E: -
Steel Sword
A: 3 D: 2 R: 1 C: 40 stags E: -
Mace
A: 4 D: 1 R: 1 C: 35 stags E: +10% break through armor
Axe
A: 3 D: 1 R: 1 C: 30 stags E: +5% break through armor
Arakh
A: 4 D: 2 R: 1 C: 45 stags E: +5% break through armor
Spear
A: 2 D: 2 R: 1 C: 15 stags E: +20% initiative
Pike
A: 3 D: 2 R: 1 C: 35 stags E: +20% initiative
Two handed Sword
A: 5 D: 1 R: 1 C: 60 stags E: Strength 7 needed

Shields
Buckler
D: 1 C: 15 stags
Wooden Shield
D: 2 C: 20 stags
Steel Shield
D: 4 C: 30 stags

Armor
Leather Armor
D: 1 C: 25 stags
Chainmail Armor
D: 2 C: 40 stags
Full Plate Armor
D: 3 C: 150 stags

You can spend up to 200 stags for these fights.
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DireWolf
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Attribute=Att. Stamina=S Extra=E Opponent= opp.

Standard Moves

Offensive Moves
Attack
S: 2 E: damage with Attack
Punch
S: 1 E: damage only with Strength
Kick
S: 1 E: damage only with Strength
Head-butt
S: 2 E: damage only with Strength, -1 Dexterity (opp.)
Grab
S: 2 E: must at least role “break through armor” to grab, if successful you receive another attack with +15% break through armor
Aim (must specify what you are aiming at)
E: +10% critical hit, +30% evade (opp.)

Defensive Moves
Defend (need shield)
S: 2 E: +3 Defense
Duck
S: 1 E: +1 Defense

Special Moves
Offensive Moves
Feint
Att.: Intelligence 6 S: 3
E: Fake first attack; second attack: -2 Defense (opp.), +10% break through defense, +10% break through armor
Stab
Att.: Strength 6 S: 3 E: +1 Attack, +20% break through defense
Slash
Att.: Strength 6 S: 3 E: +1 Attack + Wound
Smash (need shield)
Att.: Strength 7 S: 5 E: +1 Attack, -2 Dexterity (opp.), +10% initiative
Charge
Att.: Strength 7 S: 5 E: +3 Attack, -3 Defense, +20% initiative
Berserk
Att.: Strength 8 S: 10
E:
Round 1: +2 Attack, +10% evade (opp.), +20% initiative
Round 2: +4 Attack, +20% evade (opp.), +35% initiative
Round 3: +6 Attack, +40% evade (opp.), +50% initiative

Defensive Moves
Banter
Att.: Charisma 7 S: 3 E: -1 Defense (opp.), -10% initiative (opp.) (both for following round)
Parry
Att.: Dexterity 6 S: 3 E: +2 Defense
Side-step
Att.: Dexterity 7 S: 5
E: +3 Defense, -20% initiative, if opp. attack is evaded: attack your opp. +20% break through defense
Counter
Att.: Dexterity 8 S: 5 E: -1 Defense, +3 Attack, -10% initiative, attack opp. after his attack

If you guys have any questions send me a PM. By the way, Att. always states which attribute you need and how high it's skill needs to be so that you can use that move.
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DireWolf
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Damage
- when only 20% of HP remain: -2 Defence, -20% initiative, you have a 40% chance of blacking out (the chance is raised by 10% with every passing round)
- after an arm, a leg or the head receives more than 20% of damage it counts as a critical hit and an injury roll is made
- every critical hit can have major consequences, the least of which is the loss of Defense points, minus percentages when attacking and defending and minus percentages for the initiative roll. The worst things that can happen are that the character might be crippled for life, might lose extremeties or might even die.

Injuries

Arm
- 20% broken hand
- 35% broken arm
- 15% broken elbow
- 5% severed fingers
- 10% severed hand
- 15% severed arm
Leg
- 20% broken foot
- 40% broken leg
- 15% broken knee
- 10% severed foot
- 15% severed leg
Torso
- 25% broken ribs
- 50% punctured stomach
- 20% punctured lung
- 5% punctured heart
Head
- 5% nose cut off
- 10% ear cut off
- 10% loss of an eye
- 40% loss of consciousness
- 15% cracked scull
- 10% slit throat
- 10% decapitated

Consequences
Arm
broken hand – (drop sword when it happens, cannot use as sword hand for the rest of the fight) -2 Defend/-2 Attack, +10% evade (opp.) while broken
broken arm – (drop sword when it happens, cannot use as sword hand for the rest of the fight) -5 Defend/-5 Attack, +20% evade (opp.) while broken
broken elbow – (drop sword when it happens, cannot use as sword hand for the rest of the fight), -3 Defend/-3 Attack, +15% evade (opp.) while broken, 50% crippled (permanent)
severed fingers – might not be able to hold a sword
severed hand – not able to hold a sword anymore
severed arm – 40% lose consciousness

Leg
broken foot – -10% initiative, +10% (opp.) evade while broken
broken leg – -20% initiative, +10% (opp.) evade while broken
broken knee – -15% initiative, +10% (opp.) evade while broken, 50% crippled (permanent)
severed foot – cannot fight anymore
severed leg – 40% lose consciousness, cannot fight anymore

Torso
broken ribs – -10% initiative, +10% (opp.) evade while broken
punctured stomach – 30% lose consciousness
punctured lung – 50% lose consciousness, dead in 3 rounds, 20% survival with immediate help from a maester, -20 Stamina and –10 Health if survived
punctured heart – 70% lose consciousness, dead in 1 round

Head
nose cut off – none
ear cut off – none
loss of an eye – +30% evade (opp.)
loss of consciousness – lose consciousness
cracked scull – lose consciousness, brain damage=”mental illness”
slit throat – dead in 2 rounds, 10% survival with immediate help from a maester
decapitated – dead
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Dendric Stark
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Wow, those look like really good one on one rules. What are the stats,and how would one chose them however? I noticed you mention several just not a list of what they are, or how one gets them.

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DireWolf
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The answer to that is in the first post, but, yeah, it's not very precise. So I'll got into some more detail so that it becomes more clear.
Every character has 50 health and 50 stamina. Stamina is used to attack, defend and for special moves.
The stats that you can choose from are Strength, Dexterity, Intelligence and Charisma. Since we'll be making lord characters for these one on one fights, we'll have 30 points to distribute on those stats. The maximum being 10 points on one stat.
If there are any othe questions, ask away. ;)
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Dendric Stark
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Well, when do you wanna give these rules a try?
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DireWolf
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Whenever you guys are ready. Just send me a PM with your characters and we could start a fight and see how it goes. ;)
There are still a couple of things I want to change, but I haven't got to that yet. So at the moment these are still the most recent rules that we would be using. :)
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Dendric Stark
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Well, i shall get to work on one then :)
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