Okay, so I have one game up. I will still update it, but I wanted to test out some new rules, for maybe another round after. These should make combat not as deadly, for the most part. It should also add a bit more to the fun. Now for the rules:
In this one, gameplay will be a bit different. Everyone will be in RANDOM groups of two players, and there will be no backstabbing, as it is just a trial run. The main objective will be for your team to get the most kills.
The game will be played as 'sort of' turn based. Each turn lasts approximately 48 hours but can finish earlier if everybody makes their movements and attacks within that time. Each turn the player will move up to 6 squares (varies depending on weaponry) and then make an attack if they can/wish to. Players can move in the four non-diagonal directions. A player can not move onto an already occupied square. The attack action must be at the end of their movement not in the middle or before they move. After the player has made their movement and/or attack he must then choose a direction to face. This direction will determine how well he defends against attacks over the next turn. If a player fails to make his actions in the allotted time he/she will stay where they are doing nothing (unless attacked) for that turn. The thing here that differs from other turn based games is that players make their actions in a first-come first-served basis. I will then at the end of the turn (after everyone has made their actions) draw up a new map showing the positions of players and so forth. Then the next turn will commence.
This will vary depending on the weapon but it can basically be put into two categories, ranged or melee.
Melee combat:
The player will make his attacking action when he/she is adjacent to an opponent. The fight is decided by a die being rolled for the attacker and the defender. The type of die depends on the weapon. The attacker's roll goes unmodified but the defenders roll will be modified depending on what direction he/she is facing. If the defender is facing towards the attacker then the defender suffers a -1 penalty to his/her roll. If the defender is side on to the attacker, it is a -2 penalty. If the defender is facing the away from the attacker, it is a -3 penalty. These penalties may change depending on the weapon used.
The winner is the player with the highest roll after all of these penalties have been sorted out. If the defender wins he will not move from his position and if he/she is yet to make any actions that turn he/she can still do so. The attacker will take some sort of damage, rolled from a table I have. If the attacker wins then the defender will have the same thing done to him. All weapons can be used in melee however I do not recommend the use of the crossbow in this situation. If someone is stunned, they can not move, and have a -1 to combat, if immobilized, it is the same except it is a -2 penalizer.
Ranged combat:
A player equipped with the crossbow is able to fire bolts at the opponent if he/she is in view of the target. Again two rolls are made but one is accuracy and the second is damage. The accuracy die is determined by the distance between the attacker and the defender. If the target is 12 squares away a 12 sided die is rolled if the target is 6 squares away a six sided die is rolled etc. If the roll is either 1 or 2 then the bolt will hit the opponent. Damage will be dealt like that of melee combat.
If a player losses all three of his lives then he is permanently removed from the game.
Dagger - Four sided die (1-4), May move two extra squares per turn, instead of an unmodified backstab attack roll, a dagger wielder gains a +2 bonus to attacking enemies from behind.
Short sword – Five sided die (1-5), may move one extra square per turn, Instead of an unmodified attack roll, a swordsdwarf gains a +1 bonus to attacking rolls.
Hammer – Seven sided die (1-7), suffers no penalties for facing and side-on defensive rolls.
Axe – Seven sided die (1-7), +1 bonus to all attacking rolls.
Whip - Eight sided die (1-8), +2 to all rolls. However, the whip can not kill normal enemies, it can only immobilize them. When an enemy is already immobilized though, the whip will be able to kill.
Mace – Eight sided die (1-8).
Pike - Eight sided die (2-9), The pike allows you to attack players two squares away but it has a -2 move penalty for being so long. This long ranged attack also means the player can attack through allies to engage someone on the other side. Attacks that count are in one diagonal square (eg NE), or two non-diagonal squares (eg NN) Strikethrough. -1 if opponent is right next to you.
Spear – Ten sided die (1-10), moves one less square per turn.
Crossbow – (melee) Three sided die (1-3).
Mechanic
Trapper
Has five mechanisms at his disposal to set up five separate traps. Traps can be set of by anyone walking over them and will be visible to all. If a non allied player walks through a mechanic's trap, I will flip a coin. Heads the trap is triggered and kills the enemy, tails the trap jams. Any mechanic also has the ability to remove a trap. Setting or removing a trap counts as an action so must be done at the end of a move. If a mechanic dies then all his traps are removed and he gets five new mechanisms.
Rogue
Legendary Sneak
Is not affected by traps and can also walk through an enemy player's square even if they are defending a tight corridor.
Dueling Legend
Rogues are also resilient to back and side stabs and thus only receive a -1 penalty instead of a -2 or -3 penalty when attacked unawares.
Warrior
Warrior's Might
Plus one modifier to all melee rolls.
Furious Charge
If attacking an enemy, he has one extra to his damage.
Mage
Spell of Stun
It is a long ranged immobilization attack much like a crossbow except is slightly more accurate. The attack however will not kill enemies, it can only stun them making them vulnerable to attack.
Marksman
Double Shot
If equipped with a crossbow, can fire two shots (instead of one) in one turn by sacrificing all of his movement.
Legendary Thrower
If equipped with a melee weapon, can throw said weapon by sacrificing all movement.
Priest
Bless
Ally has +1 to Combat Rolls. Must have LOS.
Curse
Enemy suffers -1 to Combat Rolls. Must have LOS.
However, Priests do not usually fight, and as so have a -1 to their Combat Rolls. May NOT Bless themselves.
Mechanic
Trip Wire Traps
When a trap goes off, on a tails, the target is stunned instead of nothing happening.
Black Powder Trap
These traps explode, damaging nearby enemies as well as the one who set off the trap. However, these traps have a chance to not be set off, as they are very complex.
Masterwork Mechanic's Tools
With this set of masterwork tools, the mechanic may move half speed and still set a trap.
Rogue
Bolas
A throwing weapon, which, if it hits, causes immobilization. It takes an action to remove the bolas, which has a chance to fail.
Nerve Stopper Poison
After a combat with the Rogue, the enemy will count as stunned, and this can continue on until he will be immobilized.
Rope Reed Boots
With these light boots, the Rogue may ignore any trap, as he is light enough that the pressure plates dont feel him.
Warrior
Plate Mail
Although heavy, the plate mail can protect the wearer from harm. The Warrior gains a slight save from attacks, but has -1 to Movement.
Berzerker's Massive Axe
This Axe is so massive, the Warrior incurs a -2 to Movement and -1 to his Combat roll. However, it has +2 to his damage roll, and does a sweeping attack instead of a normal one.
Big Horned Helmet
When the Warrior charges, I will flip a coin. On a heads, the enemy stubles, and counts as being stunned.
Mage
Spell of Speed
This spell imbues the allies legs with strength. He has +2 to his movement that turn. Needs LOS.
Spell of Invisibility
This spell invokes a magical mist around the mage, giving him a chance to avoid bolt and blade.
Spell of Force
This spell trounces his opponent, as a magical wave hits him. I will flip a coin. On heads, the enemy is sent a few spaces back. On tails, it fails. Needs LOS.
Marksman
DiBolt Shooter
This Crossbow fires two arrows, but its accuracy is decreased slightly.
Urist's HiPowered Kitten Blunderbuss
This gun shoots a very fast, and very enraged, kitten towards the enemy. It deals a few light cuts on the enemy. It has a chance of backfiring, sending the kitten at the marksman!
Balanced Throwing Knife
This blade is perfectly balanced for throwing. It counts as a dagger, and if thrown, has a bonus to hit.
Priest
Healing Balms
The Priest has a chance of healing am adjacent ally. Note, it relieves the enemy of pain and bleeding.
Holy Ale
The Priest has one pint of holy ale, which is believed to be the sacred drink of the Dwarf Gods. On a turn that the Priest drinks this, he has +3 to his Combat roll.
Flask of the God's Wrath
This Flask is filled with hot magma! It can be thrown. It usually kills.
None as of yet.
I need these for your characters:
Name:
Weapon:
Class: (with Class Special)
Symbol: (with color)
If I do not see ALL of this in your signups, I will ignore your post until it is corrected.
Signup!
I suggest this. It changes some definitions so read it as if it were a new set of rules. For example, melee combat is just one roll per side and stunning and immobilization are combined.
You must choose a symbol and color to represent your character. You cannot take a wall, pillar, floor, door, lever, trap, or weapon rack symbol. If a mechanic takes a color then later mechanics cannot take his color, as the mechanic's traps laid will be set to his color.
You begin in a random starting space assigned by the GM. Your goal is to get to the MacGuffin, pick it up, and leave via the main entrance. If you die, you drop the MacGuffin.
You move 6 squares per turn and at the end of your movement you choose your facing and then can make an action. Possible actions include setting a trap, healing a comrade, attacking, changing weapons at a weapon rack, pulling a lever, or grabbing the MacGuffin. Only Rogues can move through someone else's square. Nobody can end movement in someone else's square.
Everyone gets a class, a main weapon, and a secondary weapon.
It's a huge shiny gem! Anyone carrying it gains +2 Move and +1 to Combat rolls. If you die you drop the MacGuffin.
You can make a melee attack on anyone adjacent in one of the cardinal directions at the end of your move. Each side makes their Combat Roll (which is the number attached to the weapon). Whoever rolls higher wins. If the rolls are equal, no effect. If the winner won by 1, the loser is stunned. If the winner won by 2 or more the loser dies.
If you attack from the front your victim has -1 to his combat rolls. If you strike from the side he takes a -2 combat penalty on his rolls. If you attack from behind he has -3.
Ranged attacks count diagonal directions as double distance. All ranged attacks must fire in one of the eight compass directions.
You can be stunned or slain outright. If you're slain you move back to a random unoccupied start location with one fewer life. You start with three lives and are removed from the game after losing all three. That is, you play at 3 until you die, then play at 2, then play at 1, but at zero you are removed.
If you're stunned you lose your next movement and action. Effectively you skip a turn. If you are stunned you cannot be stunned more - effectively being stunned makes you immune to stun until you lose your turn and lose the stun condition. If you're stunned you have -3 to combat rolls.
Classes
Mechanic
Has five mechanisms at his disposal to set up traps. One mechanism makes one trap in an adjacent square and takes an action. You cannot double-trap a square. Traps are visible and are set off by anyone except allies, the mechanic who set them, and Rogues. If you step on a trap that triggers roll 1d3 1 = slain, 2 = stunned, 3 = no effect and trap jams.
Any mechanic also has the ability to remove or unjam any adjacent trap. Setting or removing a trap is an action. If a mechanic dies then all his traps are removed and he gets five new mechanisms.
If a mechanic removes a trap the mechanism is lost. The enemy mechanic is reset to five carried traps when he dies. If he removes his own trap he regains that mechanism.
Rogue
Can pass through other players. You cannot end your Move on an occupied square.
You do not set off any traps.
Rogues receive only a -1 Combat penalty for defending regardless of the attack's original direction.
Warrior
+1 Melee combat rolls on defense, but +2 on offense.
If you move at least 3 in a straight line and then attack someone on the next square in that line, you get an extra +1.
Mage
The target's hair writhes and twists around him. Roll 1d3 1 = stunned, 2 = cut off own beard in horror and shame (lose next action), 3 = no effect. Range 6 LOS.
Release a crackling black bolt of lightning. Anyone in the path has a 1 in 3 chance to be hit. The first person hit rolls 1d12. If that equals range, target is stunned. If it is LESS than range, target dies. The bolt becomes more deadly as it travels.
The target weapon (which can be a secondary weapon) becomes poisoned. On the next hit the victim is poisoned. A poisoned victim has a 1 in 6 chance to be stunned per turn until healed or dead. If he rolls 1 for the poison two turns in a row it kills him. Range 1.
Marksman
Can fire one standard crossbow shot by sacrificing all Move. Can then fire again using Action.
Can fire a shot that bounces. If fired straight it bounces straight back from a perpendicular wall. If fired diagonally the shot turns 90 degrees and continues. For example,
++&+++▓ In this example
▓▓+x++▓ @ fires in the line of Xs
+▓++x+▓ The shot enters the square adjacent to the wall
+▓+++x▓ And then bounces out of that square immediately
++++@+▓ To fly over and (possibly) strike &
If you fail to hit anyone on three turns in a row you Tantrum, throwing random garbage in all directions. Everyone within 4 squares (counting diagonals as double) and in line of sight has a 1 in 4 chance to be stunned.
If you shoot and there is nobody in that line to hit, it doesn't count toward a tantrum. After a tantrum you reset to zero failures.
If you do a double shot and fail to hit anyone in any of your shots that turn, then the turn counts toward a tantrum. But if you hit once and miss once it counts as a successful turn.
Priest
The priest cannot bless himself.
Target has +1 to Combat Rolls until next action. Range 10 and LOS.
Target is healed of Stun and Poison. Range 10 and LOS.
Target gains protection from the next magic spell that hits him. This includes a beneficial spell like a Blessing. The protection evaporates and the incoming spell counts it as a clean miss.
Target gains +1 Move until his next action. Range 10 and LOS.
End Classes
If you drop your main weapon it is gone and you must take an action while adjacent to a weapon rack to resupply.
Dagger (1d4) +2 Move +2 to attack from behind.
Short sword (2d3) +1 Move.
Hammer (1d6+1) No defensive facing penalties.
Axe (1d8)
Whip (1d8) Stuns instead of kills unless target is already stunned. If it hits, 1 in 2 chance to disarm main weapon.
Mace (1d8)
Pike (1d3) -2 Move. Range 1 diagonal, Range 2 cardinal. Does not hit adjacent cardinals. Roll 1 in 2 to hit. Roll d3 1 = slain, 2 = stunned, 3 = no effect.
Spear (1d10) -1 Move.
Crossbow (1d3) Roll under Range on d10 to hit. Hits intervening targets. Roll d3 1 = slain, 2 = stunned, 3 = no effect.
If you drop or use up your secondary weapon it is gone and you must take an action while adjacent to a weapon rack to resupply. You cannot carry extra Secondary Weapons.
Throwing Knife. You can make a special ranged attack. Hits intervening targets. Roll under Range on 1d4 to hit. Roll d3 1 = slain, 2 = stunned, 3 = no effect. The knife lands on the target's square if it hits, or at maximum range if not.
Shield. You gain +1 to combat value when attacked except from behind. You can downgrade an incoming stun to a no effect, or an incoming slain to a stun, but this shatters your shield. You cannot benefit from a shield if you are wielding a pike.
Flask of Booze. You can choose to drink (and use up) the flask at the start of your turn, curing a stun and poison. This does not use up your action, which comes after your movement.
Voodoo Doll. You can use the doll to cast a spell (Mage or Priest) and ignore LOS restrictions. The spell goes off as if you had cast it from adjacent to the target. You must pick a floor square from which the spell will cast, but this square can be occupied. The doll is burned up when you use it.
Sorry Leo, I have this done.
Here
Mechanic
Trip Wire Traps
When a trap goes off, on a tails, the target is stunned instead of nothing happening.
Black Powder Trap
These traps explode, damaging nearby enemies as well as the one who set off the trap. However, these traps have a chance to not be set off, as they are very complex.
Masterwork Mechanic's Tools
With this set of masterwork tools, the mechanic may move half speed and still set a trap.
Rogue
Bolas
A throwing weapon, which, if it hits, causes immobilization. It takes an action to remove the bolas, which has a chance to fail.
Nerve Stopper Poison
After a combat with the Rogue, the enemy will count as stunned, and this can continue on until he will be immobilized.
Rope Reed Boots
With these light boots, the Rogue may ignore any trap, as he is light enough that the pressure plates dont feel him.
Warrior
Plate Mail
Although heavy, the plate mail can protect the wearer from harm. The Warrior gains a slight save from attacks, but has -1 to Movement.
Berzerker's Massive Axe
This Axe is so massive, the Warrior incurs a -2 to Movement and -1 to his Combat roll. However, it has +2 to his damage roll, and does a sweeping attack instead of a normal one.
Big Horned Helmet
When the Warrior charges, I will flip a coin. On a heads, the enemy stubles, and counts as being stunned.
Mage
Spell of Speed
This spell imbues the allies legs with strength. He has +2 to his movement that turn. Needs LOS.
Spell of Invisibility
This spell invokes a magical mist around the mage, giving him a chance to avoid bolt and blade.
Spell of Force
This spell trounces his opponent, as a magical wave hits him. I will flip a coin. On heads, the enemy is sent a few spaces back. On tails, it fails. Needs LOS.
Marksman
DiBolt Shooter
This Crossbow fires two arrows, but its accuracy is decreased slightly.
Urist's HiPowered Kitten Blunderbuss
This gun shoots a very fast, and very enraged, kitten towards the enemy. It deals a few light cuts on the enemy. It has a chance of backfiring, sending the kitten at the marksman!
Balanced Throwing Knife
This blade is perfectly balanced for throwing. It counts as a dagger, and if thrown, has a bonus to hit.
Priest
Healing Balms
The Priest has a chance of healing am adjacent ally. Note, it relieves the enemy of pain and bleeding.
Holy Ale
The Priest has one pint of holy ale, which is believed to be the sacred drink of the Dwarf Gods. On a turn that the Priest drinks this, he has +3 to his Combat roll.
Flask of the God's Wrath
This Flask is filled with hot magma! It can be thrown. It usually kills.