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Optional PvP System

Discussion in 'Roleplay Guides' started by Atom, Feb 16, 2015.

  1. Atom

    Atom New Member

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    WIP
    Public Dice Website: https://rolz.org/group
    Lobby: Antares

    THE BASICS

    DICE NOTATION
    These rules use the following die notations:
    d4 = four sided die
    d6 = six sided die
    d8 = eight sided die
    d10 = ten sided die
    d12 = twelve sided die
    d20 = twenty sided die

    Die rolls are expressed in the format:
    [#] die type [+/- modifiers]
    Example: 3d6+2 means: "Roll 3 six sided dice. Add the result of the three dice together. Add 2."

    COMBAT
    Combat is played out in rounds, and in each round everybody acts in turn in a regular cycle. Combat usually runs in the following way.
    1. Each combatant starts the battle flat-footed. Once a combatant acts, he or she is no longer flat-footed.
    2. The GM determines which characters are aware of their opponents at the start of the battle. If some but not all of the combatants are aware of their opponents, a surprise round happens before regular rounds begin. The combatants who are aware of their opponents can act in the surprise round, so they roll for initiative. In initiative order (highest to lowest), combatants who started the battle aware of their opponents each take one move or attack action. Combatants who were unaware don’t get to act in the surprise round. If no one or everyone starts the battle aware, there is no surprise round.
    3. Combatants who have not yet rolled initiative do so. All combatants are now ready to begin their first regular round.
    4. Combatants act in initiative order.
    5. When everyone has had a turn, the combatant with the highest initiative acts again, and steps 4 and 5 repeat until combat ends.

    Every round, each combatant gets to do something. The combatants’ initiative checks, from highest to lowest, determine the order in which they act, from first to last.

    Initiative Checks:
    At the start of a battle, each combatant makes a single initiative check. An initiative check is a Dexterity check. Each character applies d20 and his or her Armor modifier to the roll. The GM finds out what order characters are acting in, counting down from highest result to lowest, and each character acts in turn. On all following rounds, the characters act in the same order. If two or more combatants have the same initiative check result, the combatants who are tied go in order of total initiative modifier. If there is still a tie, roll a die.

    Flat-Footed:
    At the start of a battle, before the character has had a chance to act (specifically, before the character’s first turn in the initiative order), the character is flat-footed. A character can’t use his or her Armor bonus to Defense or make attacks of opportunity while flat-footed.

    Joining a Battle:
    If characters enter a battle after it has begun, they roll initiative at that time and act whenever their turn comes up in the existing order.

    Surprise
    When a combat starts, if a character was not aware of his or her enemies and they were aware of the character, that character is surprised. Likewise, a character can surprise his or her enemies if the character knows about them before they’re aware of the character.

    The Surprise Round:
    If some but not all of the combatants are aware of their opponents, a surprise round happens before regular rounds begin. The combatants who are aware of the opponents can act in the surprise round, so they roll for initiative. In initiative order (highest to lowest), combatants who started the battle aware of their opponents each take an attack action or move action during the surprise round (see Action Types, below). If no one or everyone is surprised, a surprise round does not occur.

    Unaware Combatants:
    Combatants who are unaware at the start of battle do not get to act in the surprise round. Unaware combatants are still flat-footed because they have not acted yet. Because of this, they lose any Dexterity bonus to Defense.

    The fundamental actions of moving and attacking cover most of what a character wants to do in a battle.

    The Combat Round:
    Each round represents about 6 seconds in the game world. A round is an opportunity for each character involved in a combat to take an action. Anything a person could reasonably do in 6 seconds, a character can do in 1 round.
    Each round’s activity begins with the character with the highest initiative result and then proceeds, in order, from there. Each round of a combat uses the same initiative order. When a character’s turn comes up in the initiative sequence, that character performs his or her entire round’s worth of actions.

    For almost all purposes, there is no relevance to the end of a round or the beginning of a round. A round can be a segment of game time starting with the first character to act and ending with the last, but it usually means a span of time from a certain round to the same initiative number in the next round. Effects that last a certain number of rounds end just before the same initiative count that they began on.

    Action Types
    The four types of actions are attack actions, move actions, full-round actions, and free actions. In a normal round, a character can perform an attack action and a move action (or two move actions; a character can always take a move action in place of an attack action), or a character can perform a full-round action. A character can also perform as many free actions as the GM allows.
    In some situations (such as in the surprise round) a character may be limited to taking only a single attack or move action.

    Attack Action:
    An attack action allows a character to do something. A character can make an attack, use a skill or a feat (unless the skill or feat requires a full-round action to perform; see below), or perform other similar actions. During a combat round, a character can take an attack action and a move action. A character can take a move action before or after performing an attack action.

    Most common attack actions are described below.

    Melee Attacks:
    With a normal melee weapon, a character can strike any enemy within 5 feet. (Enemies within 5 feet are considered adjacent to the character.) A character capable of making more than one melee attack per round must use the full attack action (see Full-Round Actions, below) in order to make more than one attack.

    Fighting Defensively: A character can choose to fight defensively while making a melee attack. If the character does so, he or she takes a –4 penalty on his or her attack in a round to gain a +2 dodge bonus to Defense in the same round.

    Unarmed Attacks: Striking for damage with punches, kicks, and head butts is much like attacking with a melee weapon, except that an unarmed attack deals nonlethal damage. Unarmed strikes count as light melee weapons (for purposes of two-weapon attack penalties and so on). The following exceptions to normal melee rules apply to unarmed attacks.

    Attacks of Opportunity: Making an unarmed attack against an armed opponent provokes an attack of opportunity from the character attacked. The attack of opportunity comes before the character’s attack. An unarmed attack does not provoke attacks of opportunity from other foes, nor does it provoke an attack of opportunity from an unarmed foe.

    “Armed” Unarmed Attacks: Sometimes a character or creature attacks unarmed but the attack still counts as armed. A creature with claws, fangs, and similar natural physical weapons, for example, counts as armed. Being armed counts for both offense and defense—not only does a creature not provoke an attack of opportunity when attacking an armed foe, but a character provokes an attack of opportunity from that creature if the character makes an unarmed attack against it.

    Unarmed Strike Damage: An unarmed strike from a Medium-size character deals 1d3 points of nonlethal damage.

    Ranged Attacks: With a ranged weapon, a character can shoot or throw at any target that is within the ranged weapon’s maximum range and in line of sight. A target is in line of sight if there are no solid obstructions between the character and the target. The maximum range for a thrown weapon is five range increments. For weapons that fire projectiles, it is ten range increments. A character capable of making more than one ranged attack per round must use the full attack action (see Full-Round Actions, below) in order to make more than one attack.

    Shooting or Throwing into a Melee: If a character shoots or throws a ranged weapon at a target that is engaged in melee with an ally, the character takes a –4 penalty on his or her attack roll because the character has to aim carefully to avoid hitting the ally. Two characters are engaged in melee if they are enemies and they are adjacent to one another. (An unconscious or otherwise immobilized character is not considered engaged unless he or she is actually being attacked.)

    Fighting Defensively: A character can choose to fight defensively while making a ranged attack. If the character does so, he or she takes a –4 penalty on his or her attack in a round to gain a +2 dodge bonus to Defense in the same round.

    Total Defense:
    Instead of attacking, a character can use his or her attack action simply to defend. This is called a total defense action. The character doesn’t get to attack or perform any other activity, but does get a +4 dodge bonus to his or her Defense for 1 round. The character’s Defense improves at the start of this action, so it helps against any attacks of opportunity the character is subject to while performing his or her move action.

    Start/Complete Full-Round Action:
    The “start/complete full-round action” attack action lets a character start undertaking a full-round action at the end of his or her turn, or complete a full-round action by using an attack action at the beginning of his or her turn in the round following the round when the character started the full-round action. If the character starts a full-round action at the end of his or her turn, the next action that character takes must be to complete the full-round action. Start/complete full-round action cannot be used with a full attack, charge, run, or withdraw action.

    Precise Aim Attacks:
    Aim Penalty / Damage
    Limb -4 / +2 Damage
    Vital -8 / +4 Damage
    Micro -12 / +6 Damage

    Move Action:
    A move action allows a character to move his or her speed or perform an action that takes a similar amount of time. A character can move his or her speed, climb one-quarter of his or her speed, draw or stow a weapon or other object, stand up, pick up an object, or perform some equivalent action. A character can take a move action in the place of an attack action. If a character moves no actual distance in a round, that character can take one 5-foot (block) step before, during, or after the action.

    Move Actions:
    With the exception of specific movement-related skills, most move actions don’t require a check. In some cases, ability checks might be required.

    Movement:
    The simplest move action is moving the character’s speed. If a character takes this kind of move action during his or her turn, the character cannot also take a 5-foot (block) step. Many nonstandard modes of movement are also covered under this category, including climbing and swimming (up to one-quarter the character’s speed), crawling (up to 5 feet), and entering a vehicle.

    Manipulating Objects:
    In most cases, moving or manipulating an object is a move action. This includes drawing or holstering a weapon, retrieving or putting away a stored object, picking up an object, moving a heavy object, and opening a door. If the character has a base attack bonus of +1 or higher, he or she can draw a weapon as part of his or her normal movement.

    Standing Up:
    Standing up from a prone position requires a move action. It provokes an attack of opportunity from opponents who threaten the character.

    Full-Round Action:
    A full-round action consumes all a character’s effort during a round. The only movement the character can take during a full-round action is a 5-foot step before, during, or after the action. Some full-round actions do not allow a character to take a 5-foot step. A character can also perform free actions as the GM allows.

    Full-Round Actions
    A full-round action requires an entire round to complete. If it doesn’t involve moving any distance, a character can combine it with a 5-foot step.

    Charge:
    Charging is a special full-round action that allows a character to move more than his or her speed and attack during the action. However, there are tight restrictions on how and when a character can charge.
    Movement during a Charge: The character must move before his or her attack, not after. The character must move at least 10 feet and may move up to twice his or her speed. All movement must be in a straight line, with no backing up allowed. The character must stop as soon as he or she is within striking range of his or her target (the character can’t run past the target and attack from another direction). A character can’t take a 5-foot step during the same round as a full charge.

    During the surprise round (or any other time a character is limited to taking no more than a single attack action on his or her turn) the character can still use the charge action, but he or she is only allowed to move up to his or her speed (instead of up to twice his or her speed).

    Attacking after a Charge:
    After moving, the character may make a single melee attack. The character gets a +2 bonus on the attack roll. The character also takes a –2 penalty to his or her Defense for 1 round (until the beginning of the character’s turn in the following round). Even if the character has extra attacks, such as from having a high enough base attack bonus or from using multiple weapons, a character only gets to make one attack after a charge. Instead of attacking the target, a character can attempt to push the target back.

    Full Attack:
    If a character gets more than one attack per action because his or her base attack bonus is high enough, because he or she fights with two weapons, because he or she is using a double weapon, or for some special reason, the character must use the full attack action to get his or her additional attacks. The character does not need to specify the targets of his or her attacks ahead of time. The character can see how the earlier attacks turn out before assigning the later ones.

    Full attack is a full-round action. Because of this, the only movement a character can take during a full attack is a 5-foot step. The character may take the step before, after, or between the attacks. If a character gets multiple attacks based on his or her base attack bonus, the character must make the attacks in order from highest bonus to lowest. If the character is using two weapons, the character can strike with either weapon first. If the character is using a double weapon, the character can strike with either part of the weapon first.

    Committing to a Full Attack Action: A character doesn’t have to commit to a full attack until after the first attack. The character can then decide whether to make his or her remaining attacks or to take a move action. Of course, if the character has already taken a 5-foot step, he or she can’t use his or her move action to move any distance, but the character could still draw or put away a weapon, for instance (see Move Actions, above).

    Fighting Defensively: A character can choose to fight defensively when taking a full attack action. If the character does so, he or she takes a –4 penalty on all attacks in a round to gain a +2 dodge bonus to Defense in the same round.

    Attacking with Two Weapons: If the character wields a second weapon in his or her off hand, the character can get one extra attack per round with that weapon. Fighting in this way is very difficult, however—the character takes a –6 penalty on the regular attack or attacks with his or her primary hand and a –10 penalty on the attack with his or her off hand.

    Double Weapons: A character can use a double weapon to make an extra attack as if he or she were fighting with two weapons. The penalties apply as if the off-hand weapon were light.

    Free Action:
    Free actions consume a very small amount of time and effort, and over the span of the round, their impact is so minor that they are considered free. A character can perform one or more free actions while taking another action normally. However, the GM puts reasonable limits on what a character can really do for free. For instance, dropping an object, dropping to a prone position, speaking a sentence or two, and ceasing to concentrate are all free actions.

    Attack Roll
    An attack roll represents a character’s attempts to strike an opponent on the character’s turn in a round. When a character makes an attack roll, he or she rolls 1d20 and adds his or her attack bonus. If the result equals or beats the target’s Defense, the character hits and deals damage. Many modifiers can affect the attack roll.
    A natural 1 (the d20 comes up 1) on the attack roll is always a miss. A natural 20 (the d20 comes up 20) is always a hit. A natural 20 is also always a threat—a possible critical hit.
    If the character is not proficient in the weapon he or she is attacking with (the character doesn’t have the appropriate Weapon Proficiency feat), that character takes a –4 penalty on the attack roll.

    Attack Bonus

    A character’s attack bonus with a melee or ranged weapon is:
    Base Weapon Damage +/- Range Penalties

    Range Penalty

    The range penalty for a ranged weapon depends on what weapon the character is using and how far away the target is. All ranged weapons and thrown weapons have a range increment. Any attack from a distance of less than one range increment is not penalized for range. However, each full range increment causes a cumulative –2 penalty on the attack roll.
    Short Range 1 to 10 blocks
    Medium Range 11 to 20 blocks
    Long Range 21 to 30 blocks
    Extreme Range 31+ blocks

    Damage

    When a character hits with a weapon, he or she deals damage according to the type of weapon. Effects that modify weapon damage also apply to unarmed strikes and the natural physical attack forms of creatures.
    Damage is deducted from the target’s current hit points.
    Minimum Weapon Damage
    If penalties to damage bring the damage result below 1, a hit still deals 1 point of damage.

    Defense

    A character’s Defense represents how hard it is for opponents to land a solid, damaging blow on the character. It’s the attack roll result that an opponent needs to achieve to hit the character. The average, unarmored civilian has a Defense of 10. A character’s Defense is equal to:
    10 + equipment bonus

    Equipment Bonus

    If a character wears armor, it provides a bonus to his or her Defense. This bonus represents the armor’s ability to protect the character from blows and can add penalties to defense with heavier armor.

    Hit Points

    A character’s hit points tell how much punishment he or she can take before dropping. Hit points are based on the character’s health which is based at 10, and the character’s armor modifier applies.
    When a character’s hit point total drops to 0, he or she is disabled. When it drops to –1, he or she is dying. When it drops to –10, the character is dead.

    Speed
    A character’s speed tells how far he or she can move in a move action. Wearing armor can slow a character down. A character normally moves as a move action, leaving an attack action to attack. The character can, however, use his or her attack action as a second move action. This could let the character move again, for a total movement of up to double his or her normal speed. Another option is to run all out (a full-round action). This lets the character move up to three times his or her normal speed, but a character can only run all out in a straight line, and doing so affects the character’s Defense (see Run).
    LEGAL INFORMATION

    Permission to copy, modify and distribute this document is granted solely through the use of the Open Gaming License, Version 1.0a.

    This document provides an interface to the basic rules and materials needed to create content compatible with the modern setting based on the best-selling tabletop RPG system in the world.

    This material is being released using the Open Gaming License Version 1.0a and you should read and understand the terms of that license before using this material.

    The text of the Open Gaming License itself is not Open Game Content. Instructions on using the License are provided within the License itself.

    All of the rest of the text in this document is Open Game Content as described in Section 1(d) of the License.

    More information on the Open Game License can be found at www.wizards.com/d20.

    The terms of the Open Gaming License Version 1.0a are as follows:

    OPEN GAME LICENSE Version 1.0a

    The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc ("Wizards"). All Rights Reserved.

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    Modern System Reference Document Copyright 2002-2004, Wizards of the Coast, Inc.; Authors Bill Slavicsek, Jeff Grubb, Rich Redman, Charles Ryan, Eric Cagle, David Noonan, Stan!, Christopher Perkins, Rodney Thompson, and JD Wiker, based on material by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, Peter Adkison, Bruce R. Cordell, John Tynes, Andy Collins, and JD Wiker.

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    #1 Atom, Feb 16, 2015
    Last edited by a moderator: Feb 16, 2015
  2. Atom

    Atom New Member

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    Equipment
    Daggers 1d4
    1H Swords 1d6
    1H Axes 1d6
    1H Maces 1d8

    2H Spears 2d6
    2H Swords 2d6
    2H Axes 2d6
    2H Maces 2d6
    Shields 1d6

    Bow 1d8
    Glitch Crossbow 1d10
    Pistol 1d6
    Revolver 1d8
    Floran Needler 2d4
    Apex Tesla Rifle 2d4
    Assault Rifle 2d4

    Shotgun 1d12
    Sniper Rifle 1d12
    Grenade Launcher 3d6
    Rocket Launcher 4d6

    Ranged Weapon Stats:
    Short Range (0-9) Medium Range (10-19) Long Range (20~29) Extreme Range (30+)
    +0 Skill -4 Skill -8 Skill -12 Skill
    Shotgun +4 Skill +0 Skill -12 Skill -16 Skill
    Sniper Rifle -12 Skill -8 Skill -4 Skill +0 Skill

    Gas Grenade 2d4
    Plasma Grenade 2d4

    Electro Grenade 2d4
    Molotov 1d6

    Bomb 1d6
    Dynamite 1d12
    Throwing Star 2d4

    Needle 1d6
    Kunai 1d6
    Throwing Knife 1d6
    Throwing Spear 1d6
    Throwing Javelin 1d6

    Armor Tier Damage Soak Athletics Armor Rating
    Vanity/Naked: Damage Soak+0 / Athletics Bonus+5 / Armor Rating+0


    Copper/Iron: Damage Soak+1 / Athletics Bonus+4 / Armor Rating+1

    Silver/Steel: Damage Soak+1 / Athletics Bonus+3 / Armor Rating+2

    Gold/Titanium: Damage Soak+2 / Athletics Bonus+2 / Armor Rating+3

    Makeshift/Durasteel: Damage Soak+2 / Athletics Bonus+1 / Armor Rating+4

    Platinum/Aegisalt: Damage Soak+3 / Athletics Penalty+0 / Armor Rating+5

    Ferozium: Damage Soak+3 / Athletics Penalty-1 / Armor Rating+6

    Cerulium: Damage Soak+4 / Athletics Penalty-2 / Armor Rating+7

    Violium: Damage Soak+4 / Athletics Penalty-3 / Armor Rating+8

    Rubium: Damage Soak+5 / Athletics Penalty-4 / Armor Rating+9

    Impervium: Damage Soak+5 / Athletics Penalty-5 / Armor Rating+10
     
    #2 Atom, Feb 16, 2015
    Last edited by a moderator: Feb 16, 2015
  3. CaptainBritton02

    CaptainBritton02 Man of War

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    Nice. I wish more people used dice combat.
     
  4. Ziggy

    Ziggy Sinfully Soft

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    It'd be nice if before an engagement, both combatants or teams stated their equipment and their capabilities OOC, so that would cut down on the asspulling during the actual engagement. Getting tired of *unslings his third assault rifle and dual-wields with his sawed-off* on other servers' planet chat.
     
  5. Tomwell1

    Tomwell1 New Member

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    What version of DND was this? Wish to make a character and go by the rules of said version for stat making.
    [DOUBLEPOST=1441771966][/DOUBLEPOST]Maybe it would also be helpful for people using this ruleset to maybe say what is concidered shortrange, maybe by zoom?
    Also, I didnt see how to do a crit roll.
     
  6. HydRoquAkeR

    HydRoquAkeR New Member

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    I agree with Ziggy, but dice combat would potentially ruin the roleplay
    Manual Dice using,
     
  7. Ziggy

    Ziggy Sinfully Soft

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    I feel like, now, having played a lot of sensible combat RP, dice should be saved for the really tricky stuff only. People are usually pretty good about taking the hits they deserve
     
  8. HydRoquAkeR

    HydRoquAkeR New Member

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    Yeah, I see where you there, but for small, little combat, dice would be tedious
     
  9. Ziggy

    Ziggy Sinfully Soft

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    agreed. usually if someone asks to do dice, I'll limit the combat to 5 hits wins
     
  10. HydRoquAkeR

    HydRoquAkeR New Member

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    But, I also think, that if the battle was such a big deal, someone could watch, and dictae, depending on which weapons are currently being used, depicts the number of hits to kill, and, this way, its more fair
    but all together the whole dice thing is still kind of repulsing, how bout someone watched to see how mant hits each person gets, you could even dodge the bullets
     
  11. HydRoquAkeR

    HydRoquAkeR New Member

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    Btw Ziggy, what is your characters name
     
  12. HydRoquAkeR

    HydRoquAkeR New Member

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    on the server
     
  13. Ziggy

    Ziggy Sinfully Soft

    Joined:
    Feb 1, 2014
    Messages:
    575
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    The names of almost all of my characters are in my signature. Primarily I play two avians. That's Ziggy and Firebird.