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Author Topic: Physical Actions Duelling Rules  (Read 136 times)

* The Narrator

    (03/16/2019 at 19:02)
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Physical Actions Duelling Rules
Index

» Physical Actions Duelling Rules
          » General Rules

» Creative Use Physical Actions
          » Rules for Requesting Effects

          » Simple Physical Actions

          » Advanced Physical Actions

» Dodges

» Auto-Dodge
« Last Edit: 03/17/2019 at 12:05 by Calypso Ross »

* The Narrator

    (03/16/2019 at 19:33)
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Physical Actions Duelling Rules
General Rules

Your character may use physical actions during a duel. Strong physical violence is strictly prohibited. You cannot punch, hit, slap, or kick your opponent, or attack them in anyway similar to this, but you can be creative and do actions like pulling the carpet out from below your opponent, rolling under them to trip them, or throwing objects at them. Please remember that the site rules concerning violence and content do apply, and that the purpose of the duels isn't to try and kill the other players! If your actions are considered by the referee to be too violent, they may be voided.

For most physical actions, the number of points in your Strength stat on your duelling profile helps to determine the success of your action and the success of its damage, if requested. Please see the Duelling Rolling Guide for how physical actions and damage from physical actions are rolled.

Physical actions follow certain rules (see below). Failure to follow these rules may result in your referee voiding your action or reducing your requested effects.

Please note that all requested effects for physical actions must be logical and justified. Failure to justify requested effects or asking for requested effects that don’t make sense may result in the requested effects being denied. Please see below for examples of reasonable and justified requested effects.
« Last Edit: 03/17/2019 at 12:05 by Calypso Ross »

* The Narrator

    (03/16/2019 at 19:36)
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Creative Use Physical Actions
Rules For Requesting Effects

Each classification (Simple/Advanced) has its own set of rules and permitted number of modifiers. Certain effects require a certain number of modifiers to perform.
  • Requests for ‘½ damage’, ‘½ health’, and ‘act twice’ cost 1 modifier. You may only request ‘act twice’ once per physical action.
  • Requests for stat modifiers cost 1 modifier per stat, regardless of the number of points requested e.g. ‘+3 Ability’ = 1 modifier; ‘-3 Ability, -1 Resistance’ = 2 modifiers.
  • Requests for ‘damage’, ‘health’, ‘disarm’, ‘rearm’, and ‘affects all opponents’ cost 2 modifiers. ‘Disarm/rearm’ are automatically Instant Effect actions.
  • Requests for indirect and instant physical actions will not be allowed.
All physical action effects will last until the end of the following round. No physical action effects will last longer than 1 round.

Simple Physical Actions

Simple physical actions will not subtract anything from your Strength.
You may request a maximum of 2 modifiers.
Stat modifier requests may be up to +/-1 point in any single stat, and the total number of points may not exceed +/-2.

e.g.
1) Jeremiah attempted to throw his shoe at Vega [damage].

2) Jeremiah tried to tie Vega’s shoelaces together, hoping it might slow her down [-1 Agility, -1 Velocity].

3) Jeremiah found a Bertie Botts bean in his pocket and tried to eat it, hoping it might give him a boost [health].

Advanced Physical Actions

Advanced physical actions will subtract 2 points from your Strength when rolling for success of the spell, and add 1 point to your Strength when rolling damage.
You may request a maximum of 3 modifiers.
Stat modifier requests may be up to +/-3 point in any single stat, and the total number of points may not exceed +/-4.

e.g.
1) Jeremiah tried to kick a pile of leaves across the duelling block. His intention was to distract his opponents [-3 Ability to all opponents].

2) Jeremiah attempted to seize Vega’s wand, hoping the sudden attack would give him an advantage [disarm to Vega, act twice to Jeremiah].

3) Jeremiah attempted to meditate, hoping it would help him focus and give him an edge [+2 Resistance, +1 Strength, +1 Velocity].
« Last Edit: 03/16/2019 at 20:05 by Calypso Ross »

* The Narrator

    (03/16/2019 at 19:36)
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Dodges
General Rules

Dodge actions (attempts to avoid an attack) are rolled differently from typical physical actions. For dodges, the number of points in your Agility stat on your duelling profile helps to determine the success of your action. Please see the Duelling Rolling Guide for how dodges are rolled.

You cannot combine a dodge with other physical action modifiers e.g. ‘act twice’ or ‘+1 Ability’. It uses one single action.

In order to protect against an attack, the dodge must happen before the attack is made. If your Velocity is higher than your opponent’s, you may still be able to dodge after their post.

A successful dodge protects against the next successful attack (direct spell, potion, or physical action) directed at the dodging duellist, or, if no action is taken against the dodging duellist, lasts up until the end of the next round. All dodges are Instant Effect. Indirect spells cannot be dodged.

e.g.
1) Jeremiah tried to sidestep any incoming spells [dodge].

2) Jeremiah attempted to hide behind Vega [dodge]. 

3) Jeremiah tried to climb up a tree to avoid any more attacks [dodge].
« Last Edit: 03/17/2019 at 01:36 by The Narrator »

* The Narrator

    (03/16/2019 at 19:40)
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Auto-Dodge
General Rules

If you have 4 or more points in Agility, your character will automatically attempt to dodge any direct spell or any physical action that is aimed at them without using up an action. This is known as ‘auto-dodge’, and does not guarantee a successful dodge, only a dodge attempt.

Some actions boost Agility, which might temporarily give auto-dodge to a duellist who does not usually have it.

If a character has auto-dodge, it is rolled for all direct spells and for all physical actions targeting that character, including ‘friendly’ spells or physical actions that may be beneficial to them. Auto-dodge is not rolled for any indirect spells or for any potions. Auto-dodge is not rolled for duellists with auto-dodge who cast spells at themselves.

If an auto-dodge succeeds, the auto-dodged action’s effects are not granted.
e.g. Jeremiah attempts to trip Vega [-1 Ability to Vega, act twice to Jeremiah]. His action is successful, but Vega auto-dodges successfully. Vega does not receive the -1 Ability, nor does Jeremiah receive the ‘act twice’ modifier.

A duellist must have posted in the current round if they wish to be able to use auto-dodge on actions aimed at them. Auto-dodge is not rolled for duellists who have not posted in the current round or for duellists who post outside of round time.
« Last Edit: 03/18/2019 at 00:58 by Calypso Ross »

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