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Cody
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Post #1: 1st Mar 2021 2:25 AM 
First things first: HAVE FUN

Ok, now game rules:

Everyone before we officially start will roll initiative. Simply a 1d20 and the turn order will be from highest to lowest.

-Your Turn-
You have a few things you can do during your turn

One Action: You have one action to do every turn, and you have several different types of actions, including:
- Attack ! Attack an enemy that you can see (or that you saw and they went into hiding in your sight)
- Interact with the environment (open a chest, set traps, search a dead body, search a specific area, etc)
- Dash (use your movement again)
- Hide! (if there is brush or somewhere ABLE to hide, you can attempt to hide from enemy sight)
- Dodge (Until the start of your next turn, any attack roll made against you has disadvantage if you can see the attacker)
- Rest (use up an action to recover some abilities that have been used)

Bonus Action: A separate action from your regular action including:
- Use a potion (or most other items besides traps)
- Perception check ! (while you have a 'passive' perception, you may do this to really check your surroundings and find something you may not have noticed otherwise. This will be in a 10ft area around you [basically two blocks around your position on the grid in any direction])
- A second attack (only applicable if you are using duo wielding weapons)
- Various abilities from your class, which will obviously depend on what you decide for your character

Move:
- Every character has a 'walking speed' which is essentially how far you can move on your turn. One 'block' on the grid is 5 feet, so if you have a 30 foot walking speed, you can move six blocks
- You can split this up however you like. Feel free to walk 20 feet, attack, then use your remaining 10 feet to walk away, or however you want!

End Turn:
- Once youve used all your moves use ##End Turn to finish
- Sometimes, depending on what you do, I may prompt you to continue actions even after you've ended a turn. Perhaps you moved a total of 30 feet and then opened a chest and ended your turn. However at 10 feet your passive perception noticed a trap! I'd then post to let you know, and you would post again to decide what to do after my post.


-Character Stats-

There will be a total of 6 stats for this

Strength
Essentially your ability to land a physical attack on someone. If your attack is EQUAL to or GREATER than the enemys armor class, you land the attack!

Dexterity
Your ability to dodge attacks. Your Dexterity is what helps create your Armor Class (or AC) Your AC is 10 + your Dexterity modifier. Whenever anyone physically attacks, they will have to roll higher than your AC in order to land the attack.

Wisdom
If you have any spells, this is basically your magical attack. When you cast a spell on an enemy, you roll this and if its greater than the enemys magic defense, it lands!

Charisma
Basically magical dexterity. This will help create your Magic Defense (or MD) Your MD is 10 + your Charisma modifier. Whenever anyone magically attacks, they will have to roll higher than your MD in order to land the attack.

Perception
-Whatever stat this is will be your 'passive perception' which will automatically let you be aware of dangers or items in your surrounding. As a bonus action you may roll a perception check (a d20) to be able to potentially see things in your vicinity. For example your Perception could be 12, but then you could roll a perception and get a 20, which potentially could let you see things you couldnt with your passive 12.
-Perception will also help you find someone who is hiding that you're in a fight with

Stealth
-When you take the Hide action, you will always have to roll for stealth. Your stealth roll will be compared against an enemys Perception. If you jump in a bush, and roll a 16 stealth, while an enemy chasing you rolls a 14, they will not be able to tell exactly where you are.
-If you try to hide for consecutive turns, you will have to roll again for each turn you are attempting to hide

-General Stats and Roll Modifiers-

All of your stats will be one number, however depending on the number you will have a second number that is its 'modifier' when you roll. Here is a chart:
Spoiler+


So basically, if your strength Stat is 16, you have a +3 on your strength/attack rolls. So when you attack someone to beat their dexterity and land the attack, you would roll 1d20 then +3 to that. These + and - numbers do not get added on to damage rolls.

Additionally if your Dexterity is 12, then your modifier is +1. Meaning your Armor Class is 11, so anyone making a physical attack on you must roll an 11 or higher to land the attack.

-Attacking-

- You must be able to see your enemy and it must be in range, with one exception
- Hiding! If you are fighting someone, and they hide. You must roll perception (not an action, this is in combination with an attack). If your perception is higher than their stealth, you may attack them normally. If your perception is lower, you may still attack knowing the general area they hid in (like a bush) but you will roll with disadvantage
- If you are hiding and attack someone from your hiding spot, you will attack with advantage
- Rolling with Advantage: You roll twice, take the higher number
- Rolling with Disadvantage: You roll twice, take the lower number
- Every attack you will roll to see if you land it, and also roll the damage in the same post
- Critical Hit! If you roll a 20, that means you land a critical hit and do extra damage. You would roll twice the dice for whatever you attacked. For example, if your Axe is a 1d8, you would then roll a 2d8 with a critical hit.

-Rolling-

- You will always roll a 1d20 for any stat rolls, such as perception, strength attacks, spell attacks, and hiding
- Any damage rolls will depend on the spell/weapon you have. It can vary from 1d8, to 2d4 to whatever!
- When attacking, always roll the attack roll, and the damage roll in the same post
- If rolling with advantage or disadvantage, roll the attack roll twice, but the damage rolls once

-Leveling up-

- Everyone starts at level 5
- You level up when you deal the final blow to an enemy player or a monster/creature
- Leveling up will give you more health, and you can add 2 points into any stat of your choosing. You may add 2 to one stat, or 1 point to two different stats.

-Role Play!-

- This is obviously encouraged. Have fun with it! You can certainly talk to the other players, interact with the environment etc!
- One of the most fun parts of role play is.... 'How do you want to do this' ! Which is you killing someone. Whenever you get asked this, its your time to write up a fun/bloody/twisted way that your character takes the final blow of an enemy

-Next Players Turn-

- I will help everyone with their turns, meaning I will tell everyone what they need to roll, what you see, what happens when you interact with things. This is a lot of info for new players, but every round is almost me guiding you with whatever you want to do really!
- After someones turn is over, I will officially post ##[Name] Turn over, then will follow up with some flavor for the next player if needed and ##[Names] Turn Starts
- Everyones turn will be roughly 24 hours to submit actions, but once their turn is done, things will shift to the next person. Im hoping this allows some freedom and a more lax style of play, but also doesnt make the game drag on. Essentially if everyone in the game is online and not busy, we could go through 3 turns each in one irl day. Or we could have 1 person do their turn, the next day the next person does etc. Flexibility!

-Death-

- Once you run out of health, its over! You are dead. No saving throws here.
- The ONLY exception would be any specific abilities someone has, or maybe... an item... perhaps...

-Inspiration-

- Inspiration is given out by ME for fun things I see happening.
- Get an inspiration for making an alliance maybe
- Get inspiration for BREAKING an alliance, maybe!
- Maybe you had a really fun/funny role playing post, here's an inspiration!
- Inspiration can be used to re roll ANY roll you want at any time you wish!

-Winner!-

- There can only be ONE winner... but alliances are certainly encouraged! Have you noticed one player has gotten incredibly strong? Fuck it, gang up on them.
- Have you been working with someone who constantly steals the last blow to level up from you? .... fuck it, attack them! (any surprise attack will roll with advantage)
- Have fun!


*Once again, this mooost likely wont officially start for... say a week.. ish? But I figure get the official rules and how this will play out, and then people can digest and decide if they are in or not!*

**This is also definitely still a work in progress, so expect possible edits/add ons too!**

Feel free to ask any questions here or dm/pm me too!

 
   
Christian
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Post #2: 1st Mar 2021 10:39 AM 
You'll be guiding people along for the first few turns (or all of the game)?
 
   
Herm
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Post #3: 1st Mar 2021 11:46 AM 
Writing some of this down lol.
 
   
Cody
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Post #4: 1st Mar 2021 3:18 PM 
Christian @ 1/3/2021 8:39
You'll be guiding people along for the first few turns (or all of the game)?


all game! It'll be mostly for when you're not in actual combat. I'll have to reply with every perception check to let you know what you see etc.

Then when in combat with someone/something ill mostly be there to help with how many dice to roll or questions on my condensed rules since its not exactly like dnd or something like that.
 
   
Cody
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Post #5: 9th May 2021 8:33 PM 
Hello friends! No to shade anyone LOL. Because I won’t take offense to anyone who misses a turn. (Hell my ass can be slow sometimes) But just to make things keep going at a not-snails-pace I’ll have 24 hours for turns and if you don’t post in that I’ll just have your character hide and go to the next!
 
   
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