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| Melee Rules | |
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| Tweet Topic Started: Apr 15 2010, 07:12 PM (712 Views) | |
| DireWolf | Apr 15 2010, 07:12 PM Post #1 |
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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 | Apr 15 2010, 07:13 PM Post #2 |
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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 | Apr 15 2010, 07:15 PM Post #3 |
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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 | Apr 15 2010, 07:19 PM Post #4 |
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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 | Apr 15 2010, 07:22 PM Post #5 |
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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 | Apr 21 2010, 03:40 PM Post #6 |
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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 | Apr 22 2010, 06:02 AM Post #7 |
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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 | Apr 24 2010, 01:21 AM Post #8 |
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Well, when do you wanna give these rules a try? |
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| DireWolf | Apr 24 2010, 12:16 PM Post #9 |
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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 | Apr 26 2010, 06:07 PM Post #10 |
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Well, i shall get to work on one then
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