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Combat Template for Arena Tournaments, and Gladiator Battles

PostPosted: Sun Jul 18, 2010 3:14 pm
by Viktor Corsarris
Tournament Combat Template

Gladiator Handicap System:
All Enchants, Armor, weapons and Spells are taken into account in combat.
For every 5 level difference there is a 5 point roll handicap imposed in combat.

All rolls for the tournament fights would be using the !combatdice command, the handicap is treated the same way. Accept for the fact that they are actually placed upon the stats, this makes it to where the lower level is not guaranteed a high roll, but can roll high if Desdaemona feels like being nice to them.

Combatdice rolls, and stats used for quick reference:

Close-in Physical Attack: STR AGI
Close-in Physical Defense: AGI RES
Ranged Physical Attack: STR INT
Long Range Physical Defense: AGI INT
Close-in Magical Attack: INT STR
Close-in Magical defense: RES STR
Ranged Magical Attack: INT RES
Long range Magical defense: RES AGI
Evade: Restores a degree of lost stamina can only be done when it is your turn to attack. When you use your attack turn to regain stamina, your opponent automatically regains 2 stamina also.
Neutralize: Attempts to remove ongoing negative effects such as sleep or poison. Can only be done when it is your turn to attack.

Example of combat system in action:
[13:44] <+Infernis> !init +60
[13:44] <@Desdaemona> Infernis (Infernis) makes an Initiative Roll of 17 + (level) 43 (with modifier of +60) = 120
01[13:44] <+Viktor`Corsarris> !init -60
02[13:44] <@Desdaemona> Viktor`Corsarris (Viktor Corsarris) makes an Initiative Roll of 19 + (level) 106 (with modifier of -60) = 65
01[13:45] <+Viktor`Corsarris> owned

[13:56] <+Infernis> !combatdice int+60 Res +15
[13:56] <@Desdaemona> Infernis (Infernis) makes an unspecified Dice roll for (d200)14 + (d62)35 +modifier +15 = 64

01[13:56] <+Viktor`Corsarris> !combatdice res agi-60
02[13:56] <@Desdaemona> Viktor`Corsarris (Viktor Corsarris) makes an unspecified Dice roll for (d120)21 + (d70)62 +modifier 0 = 83
01[13:57] <+Viktor`Corsarris> !combatdice int-60 str
02[13:57] <@Desdaemona> Viktor`Corsarris (Viktor Corsarris) makes an unspecified Dice roll for (d148)46 + (d122)63 +modifier 0 = 109
[13:58] <+Infernis> !combatdice res+60 str +15
[13:58] <@Desdaemona> Infernis (Infernis) makes an unspecified Dice roll for (d122)72 + (d8)3 +modifier +15 = 90

59] <+Infernis> !combatdice int+60 res 15
[13:59] <@Desdaemona> Infernis (Infernis) makes a 15 Dice roll for (d200)195 + (d62)52 +modifier 0 = 247
01[13:59] <+Viktor`Corsarris> !combatdice res agi-60
02[13:59] <@Desdaemona> Viktor`Corsarris (Viktor Corsarris) makes an unspecified Dice roll for (d120)53 + (d70)68 +modifier 0 = 121

The positive and negative go upon the highest stat used for each roll. This does not guarantee the lower level a high roll but gives them the chance of dropping the higher level with a good roll. It lets des decide while causing less math dealing with the Enchantment/Armor/Weapon bonuses.

Standard Hp for tournament fights would be. 25/45, as to, not cause long fights, and still give there a chance for either side to a one hit knockout with a bad roll. I say knock out because most tournament battles will not be to the death, unless there are specific rules for such in the battle, or the Tourney at the time. Weapons damage will occur and thus a healer will be needed for fights.

Higher levels having, base 45 life and lower levels having 25 life. The lower hp for lower levels because damage rolls will not be as high until there is a greater handicap, because you can’t hit Desdaemona’s max damage roll until there is a difference of 50 between attack and defense. Thus the difference in between higher levels, and lower. Once the handicap breaks 25 the life shifts to 45, because there is greater chance of hitting the max damage rolls at that point. (Think of it like this, if one player rolls a bad roll of two 1's and the other rolls a 27.. The possible damage is 25. The moment that can be broken.. Doesn't matter on levels at all. Life totals will switch to 45) The overseer of the Tourney or match will break these down at the beginning of the match so there is no confusion.

That is the jest of the Combat system, as it is rather simple all you have to do is make sure you set the handicap modifier at the beginning of each match and base life.


Options:

Mind you this is just one option for arena battles. There is also Questdice, and Standard Dice or any hybrid of the 3. Systems can be made up of your own.

These are just the three main options. Questdice or the !qdice command, is the simplest. Yet doesn’t allow for enchantments, weapons and armor, or armor related spell effects to be counted in to rolls.

Standard Dice/Combat Dice everyone should at least know how to make a combat and defense roll, and this give the bonus of all things a player worked for being allowed to be put into play. Downfall is higher levels are going to roll over low level chars.

Handicap system, is more complicated then quest dice, and regular stat rolls. Yet it does both things the others do not. Which is allow a leveling of the playing field, and gives players the ability to still use things that they have earned, enchantments, weapons, armor, armor based spells.

Hybrids work, like any tournament but you group levels that are close together into the same bracket. Then when you get to the Semi-finals and finals you switch to Questdice, or the Handicap system to give a more level playing field between the higher and lower levels, that make it to that point.

Questdice can be found here : http://belariath.com/combat/qdice.html

Standard Dice can be found here: http://belariath.com/combat/dice.html

Combat dice for both regular, and handicap system can be found here: http://belariath.com/combat/dice.html

Re: Combat Template for Arena Tournaments, and Gladiator Bat

PostPosted: Tue Mar 01, 2016 1:48 am
by Angst
The Claw system is also available. Speak with your Official to discuss the best possible option for your battles.

Re: Combat Template for Arena Tournaments, and Gladiator Bat

PostPosted: Mon Dec 05, 2016 4:04 pm
by Angst
At no time should spells cast prior to gladiator combat find their way into a gladiator match. At the start of each gladiator match if you have a class or racial mechanic you're using then it must be stated upon your first post. The only acceptable things going into combat in a gladiator match are weapons and armor and any permanent enchantments associated with them or items on your person at the time of combat. If you have any issues or questions then please ask your Officiate.

Re: Combat Template for Arena Tournaments, and Gladiator Bat

PostPosted: Tue Jan 24, 2017 3:12 am
by Angst
There will be no 2v1 in any match. That said one can not summon a minion or elemental or any other type of NPC fighter to fight for or with them. It was ruled once before that Necromancers can use their minions to heal once per battle but that is only if they have a minion present on the sidelines. Your minions can not fight for you in a gladiator match. It is unfair and will not happen again.

Notes on healing during a match. You can only do so once per battle via your own magic spells, abilities, or a healing potion.

Concerning Re-rolls:
Re-rolls are automatic if Incorrect STATS are used. I.E. Rolling "!CD STR RES" against a Ranged Magic Attack will be re-rolled with the correct "!CD AGI RES".

All other requested Re-Rolls are NOT permitted unless ruled by an OP for a dispute.
Rolls with Incorrect Modifiers are to be adjusted with the correct + or %, manually, by the Official.