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The Next Duel

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1The Next Duel Empty The Next Duel Sun Jan 04, 2015 4:30 pm

Mister Dicey

Mister Dicey
Yellow Wizard

Since there was a lot of interest in Mortal Gnombat (even if there wasn't much participation), here we have a thread to discuss the next duel.

Here are a few suggestions (Whoever wants to run these can)

Mortal Gnombat II - As the original, but hopefully with more participants this time...

Team Kobold vs. Team Adventurer - Since Kobolds are looked upon with scorn so often, a decisive battle twixt Kobolds and Soft Squishy Things is needed to show that Kobolds aren't as bad as people think. Participants will be randomly split between Team Kobold and Team Adventurer

Commoner Combat - Everyone plays a level 1 commoner, and the poor peasants are pitted against what have you. Each participant has a commoner and an encounter of their own design.

Technically, CR 8 - Make a creature that is CR 8. That is, a CR 8 Monster from the bestiary, a level 9 normal character, or possibly a monster with class levels. This will probably be stupidly unbalanced, but potentially extremely amusing (for example: the notorious Giant fiendish Werewolf fey Gelatinous Cube Barbarian. This is why you need to clean your fridge out occassionally.)

Ridiculous Rodent Rampage - Take a rat or mouse, and give it class levels. I'll make a suitable stat block for each if we pick this. Probably a mass combat.

https://theyellowwizard.rpg-board.net

2The Next Duel Empty Re: The Next Duel Wed Jan 07, 2015 10:16 am

Mister Dicey

Mister Dicey
Yellow Wizard

Daydream has quite rightly noted that it's the buying equipment that is typically the most time consuming part of character creation for these duels, so to speed it up, here are some things that a level 5 character would typically have (Coming to roughly 11,000 gp):

Melee fighter
+1 Melee Weapon
+1 Heavy Armour
+1 Shield or Special material for Weapon or armour
Belt of +2 to a physical stat
8 spell levels of potions
200 gp of generic other gear; typically able to be overlooked

Ranged fighter
+1 Ranged Weapon
+1 light armour
10x +2 equivalent bits of ammunition
Belt of +2 to a physical stat
8 spell levels worth of potions
200 gp worth of generic other gear

Arcane Caster
Ring of protection +1
Pearl of power lv1 or Page of Spell knowledge lv1
Lesser Metamagic Rod (+1 Level)
Headband of +2 to a mental stat
12 spell levels worth of scrolls of no more than 4th level
200 gp worth of generic gear

Divine Caster
+1 Heavy Armour
+1 Shield
Masterwork Weapon
Lesser Metamagic rod (+1 level)
Headband of +2 to a stat
12 spell levels of scrolls of no more than 4th level
200 gp worth of generic equipment



Unless you have something quite specific in mind, this equipment list should suit most needs.






Also, they are planning an offical Psychic book! Playtest is out. Want to try a battle using 5th level characters from the playtest and give them feedback? Occult Adventures Playtest

https://theyellowwizard.rpg-board.net

3The Next Duel Empty Re: The Next Duel Wed Jan 07, 2015 12:26 pm

Onions

Onions
Golden Cat Lord
Golden Cat Lord

Are we going to fight at roll20?

4The Next Duel Empty Re: The Next Duel Wed Jan 07, 2015 4:49 pm

Daydream

Daydream
Great Adventurer
Great Adventurer

I listed the rough duel steps, it is almost the same as the combat rule, (Thanks for Q covered all before lol)
hope to help those who has no time to read the rules.


1. Roll Initiative to decide the initiative (high -> low)


  • Initiative= 1d20+ Dexterity modifier+ other modifiers (from feats/spells/skills/...etc).
  • If there are same value for combatants compare the total Dexterity modifier (Dex modifier+other modifier)
  • If the combatants get the same value again, roll 1d20 again to decide who is first.


2. Choose the actions in a round


  • The basic action combination in a round( For more details, you can check the Table: Action in Combat):
         

    • move action + standard action + immediate action

      • Common standard actions includes attack, cast spell, use skill, escape grapple, total defense


    • full round action + immediate action or move 5-foot steps

      • Common full round actions includes full attack, cast  one round spell, use one round skill. charge


    • Full round move (move as double speed, provoke the attack of opportunity)
    • Full round run(move as triple speed, provoke the attack of opportunity)
    • Many immediate actions



3.  Decide the if the actions provokes the attack of opportunity
          Ranged/unarmed attack, cast spell, drink potions, move/run, use some feats will provoke the attack of opportunity.
          Check the action table for more details.
4.  Attack/ Skill/ Spell Check

  • 4-1: Attack roll
       if your attack roll exceed the opponent's AC, the attack is considered succeed.

    • Attack roll= 1d20+ Base attack bonus +Str modifier + size modifier
    • Ranged attack roll= 1d20+ Base attack bonus +Str modifier + Dex modifier + size modifier+ Range panalty
    • Armor class(AC)= 10 + armor bonus + shield bonus + Dexterity modifier + other modifiers


  • 4-2: After the attack success, decide the damage depends on your weapon.

  • Skill check
    Untrained=   1d20 + ability modifier + racial modifier
    Trained= 1d20 + skill ranks + ability modifier + racial modifier
    Trained Class Skill= 1d20 + skill ranks+ ability modifier + racial modifier + 3


  • Spell check: Just speak it!
        but if you are interrupted by your opponent, you have to do concentration check=1d20 + caster level+ wis/cha/Int modifier
        the value have to exceed concentration DC


5. Opponent's turn

  • 5.1 You can use special duel action(immediate actions) to defense yourself

    • Dueling Counter: Only for spell-caster, identify opponent's spell and attempt a dueling counter.
          -- Spellcraft check= 1d20+Int modifier+other modifier
          -- the rolling result has to exceed  15+ the spell's level for successfully against the spell.               

    • Dueling Dodge: Grants a +4 circumstance bonus to AC and on any Reflex saving throws from any attack

    • Dueling Parry: to deflect a blow from a melee or ranged attack
         -- Attack roll check : 1d20 + Base attack bonus -5 or BAB-7(umarmed) + size modifier
         -- If the value grater than the opponent's attack roll, the opponent's attack is considered miss.

    • Dueling Resolve:
         If you fails a Fortitude or Will saving throw, or fewer than 0 hit points,
         you uses this ability to keep on fighting despite a crippling spell or terrible injury.


  • 5.2 If you are subject to an unusual or magical attack, you get a saving throw to avoid or reduce the effect.

    • Fortitude: your ability to stand up to physical punishment or attacks against your vitality and health.
         1d20 + Con modifer+ For save bonus
         
    • Reflex: your ability to dodge area attacks and unexpected situations.
         1d20 + Dex modifer+ Ref save bonus

    • Will: your resistance to mental influence as well as many magical effects.
         1d20 + Wis modifer+ Will save bonus



6. Repeat until one is die or withdraw the duel.



Last edited by Daydream on Wed Jan 07, 2015 6:34 pm; edited 4 times in total

5The Next Duel Empty Re: The Next Duel Wed Jan 07, 2015 5:16 pm

Mister Dicey

Mister Dicey
Yellow Wizard

roll20 is good, and I'll make a special duel map myselv when we pick a duel topic.

https://theyellowwizard.rpg-board.net

6The Next Duel Empty Re: The Next Duel Sat Jan 10, 2015 7:19 pm

Daydream

Daydream
Great Adventurer
Great Adventurer

Team Kobold vs. Team Adventurer, and everyone joins with their kingmaker characters or a new one.
but still the time zone is a very big problem....

(and I have a weird idea that, if there is any chance to have a live session between group1 and group2,
we can hold the duel in that time . fighting makes friendship )

7The Next Duel Empty Re: The Next Duel Sun Jan 11, 2015 2:57 pm

Mister Dicey

Mister Dicey
Yellow Wizard

Group 1 vs Group 2 could certainly be interesting, as will bringing the Kingmaker characters in...

Since yours has been the only opinion voiced, we will do that.

Depending on who's Team Adventurer, Team Kobold will be either level 3 (Group 2) or level 7 (Group 1).

The First person From a team to put in their request For the side will get it (Unless both teams get in, in which case I will Flip a coin).

https://theyellowwizard.rpg-board.net

8The Next Duel Empty Re: The Next Duel Sun Jan 11, 2015 8:41 pm

Einstein

Einstein
Adventurer
Adventurer

Wow, group 1 is already on level 7 ??

9The Next Duel Empty Re: The Next Duel Mon Jan 12, 2015 10:16 am

Mister Dicey

Mister Dicey
Yellow Wizard

Yep. It's amazing how much faster things go with live sessions. They're more or less at the end of part two of six. Just a couple of things to round up and they'll be done.

https://theyellowwizard.rpg-board.net

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