1.2.04

Anime Style Sparring!! He Zi Wu Shu Technique

From now on, we're going to make this chaotic combination of bloodthirst and creativity a bit less chaotic, but retaining the same amount of freedom in creating our own characters and movesets!!
This post here will describe my version of rules in Sparring. This means when battling my style, you follow these rules and not ones you make up. Of course, we all agree on which version of rules to use as soon as more people develop their own versions. However, I believe mine will be the basis of most games to comes.
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There will now be 4 forms of commands: Attack, Block, Affliction, and Improvement. Description of each will be observed in more detail later. Additionally, there will be 5 levels of a type of spell. Levels 1 and 2 require no charge time; levels 3, 4, and 5 require charge time.
Level 1 spells are 1 dice spells that can be easily deflected or countered. You can attack two times at once, but since they are so easily countered, it does not take much effort to block them. Level 2 spells are the traditional 2 dice spells. Not overly powerful, but effective for short hits.
Level 3, 4, and 5 spells allow 3, 4, and 5 dice respectively, are much stronger, and much harder to counter (seriously, with 5 dice what chance do you have of countering an attack???). They, however, require a charge time. In this respect, there will be two modes of playing, Timed or Turns.
- Level 3 spells require 4 second charge time (Time) OR at least 1 turn for the opponent to do anything (Turn), cannot attack while charging (unless a spell allows them to), and all defense rolls get -2
- Level 4 spells require 8 seconds (Time) or 1 turn for the opponent to do anything (turn); No attacking; -3 if Timed, -4 if Turn on defensive dice rolls
- Level 5 spells requires 12 seconds (Time) or 1 turn for opponent to intervene (turn) and another turn of his choice to do anything but intervene; No attacking; -4 if timed, one die roll if turn for defensive rolls.
It is up to the player to determine which spells are considered a strong version and which spells are considered weaker. Be reasonable.
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Attack Spells: Attack the opponent. Duh. Attacks can counter attacks; the one with the larger dice roll succeeds in going through and hitting the opponent. Same number rolls means the attacks are neutralized. In order to counter charge time, afflliction spells, or improvement spells, an attack spell of any sort must be used.
Defensive Spells: Block is always 2 dice rolls, unless specified. (No level 1 Defensive spells). All attack spells can be countered unless another effect does not allow it to be countered. Same number rolls or larger for the blocker means the attack was successfully blocked.
Affliction Spells: Status effects upon the opponent. These spells can lower the dice roll number (like -2 from all dice rolls, or reduce number of dice by 1 for one turn, obviously the latter being a higher level spell than the former), or limit the types of spells the opponent can use (Cube Of Logic. Word.). Anything that does not attack yet afflicts the opponent goes into this category.
Improvement Spells: Self improvement to increase dice roll number for yourself, recover life on Life Mode (explained later), or any other sort of boost to the individual character.

Life Mode: Generally, adding life bars (10 being default). Depending on spells and such, a level 2 attack may deduct half a life bar, or maybe a level 5 attack deducts 9 life bars. Bah, you figure it out.

Well that's all for now. I'll add more more when more problems come up.

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