Posted January 08, 2012
As we await the start of a new quest (trust me, it's coming), here's another sparring match.
There is now a point system to track "record holders", points earned for sparring are graded on a curve, meaning you gain more from defeating higher level opponents and if you lose to a higher level opponent, you don't lose as many points. Link HERE.
There is also a system to track how much experience and gold one can earn from a sparring match. As with the point system, it is also graded on a curve. You earn more XP and gold for defeating higher level opponents. Link HERE.
1. Exile Mystran - Shadow Knight (Landeril)
2. Garrett Castell - Knight (Barnell)
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On to this match. Here are the rules.
1. There are no rounds, just alternating turns. You begin out of harm's way from each other, so I don't see the need. In other words, if you get defeated on someone else's turn, you don't get a chance to hit back.
2. Close range means any adjacent square (Up, down, left, right, all diagonals, etc.)
3. Long range is anything within sight, though accuracy of long range attacks is reduced for each square that separates you.
4. You can use the environment to your advantage. You can, for example, flip over a table or chair, throw a plate, hide in the plants to decrease your chance of getting hit (the Southeast room), etc.
5. There is an item or two that you might want in each of the four rooms. You can take any of these items (with the exception of the furniture, obviously.)
6. You can keep any items you loot, no matter what.
7. Each turn, you will be able to both move AND act. You can do either of these things or both.
8. If you decide to both move AND act, you can do them in any order you prefer (I.E., move then act or act then move.)
9. An act is whatever you want. Just bear in mind that the amount of things you try to do may affect the total die roll you will need to pull it off. I mean, if you decide to, "Look around the room, hop on the bed, jump off, do a cartwheel then cast super sorcery spell X" you're probably going to fall on your face. If it helps, try to think of a single turn as about 15 seconds or so, give or take. Focus on the roleplaying... you will be fine.
10. This particular match will result in a tie AUTOMATICALLY if there is no victor in 40 turns (20 each)
11. Again, you win by knocking the opponent down to zero HP or less.
12. We'll go with simultaneous turns until you are in range.
13. If you have any questions, just ask!
There is now a point system to track "record holders", points earned for sparring are graded on a curve, meaning you gain more from defeating higher level opponents and if you lose to a higher level opponent, you don't lose as many points. Link HERE.
There is also a system to track how much experience and gold one can earn from a sparring match. As with the point system, it is also graded on a curve. You earn more XP and gold for defeating higher level opponents. Link HERE.
1. Exile Mystran - Shadow Knight (Landeril)
2. Garrett Castell - Knight (Barnell)
______________________________________________________________________
On to this match. Here are the rules.
1. There are no rounds, just alternating turns. You begin out of harm's way from each other, so I don't see the need. In other words, if you get defeated on someone else's turn, you don't get a chance to hit back.
2. Close range means any adjacent square (Up, down, left, right, all diagonals, etc.)
3. Long range is anything within sight, though accuracy of long range attacks is reduced for each square that separates you.
4. You can use the environment to your advantage. You can, for example, flip over a table or chair, throw a plate, hide in the plants to decrease your chance of getting hit (the Southeast room), etc.
5. There is an item or two that you might want in each of the four rooms. You can take any of these items (with the exception of the furniture, obviously.)
6. You can keep any items you loot, no matter what.
7. Each turn, you will be able to both move AND act. You can do either of these things or both.
8. If you decide to both move AND act, you can do them in any order you prefer (I.E., move then act or act then move.)
9. An act is whatever you want. Just bear in mind that the amount of things you try to do may affect the total die roll you will need to pull it off. I mean, if you decide to, "Look around the room, hop on the bed, jump off, do a cartwheel then cast super sorcery spell X" you're probably going to fall on your face. If it helps, try to think of a single turn as about 15 seconds or so, give or take. Focus on the roleplaying... you will be fine.
10. This particular match will result in a tie AUTOMATICALLY if there is no victor in 40 turns (20 each)
11. Again, you win by knocking the opponent down to zero HP or less.
12. We'll go with simultaneous turns until you are in range.
13. If you have any questions, just ask!
Post edited January 24, 2012 by stoicsentry