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Training Packet 4



         In this, the final training packet, we will cover the rules for rolling dice and the types of combat recognized and utilized by the KotMB and its Independent forum.

Dice & Combat Procedure


Rolling Dice

         The dice system available on AOL allows for a single person to roll up to 15 dice with up to 999 sides. All dice must be rolled in chat rooms, they cannot be rolled in either IMs or E-mails. There are a couple ways you can roll dice, the easiest is to use AOL's Dice Roller Program:

The dice system available on AOL allows for a single person to roll up to 15 dice with up to 999 sides. All dice must be rolled in chat rooms, they cannot be rolled in either IMs or E-mails. There are a couple ways you can roll dice, the easiest is to use AOL's Dice Roller Program:
//roll-sides#-dice# Basically you are telling AOL to roll the number of sides and dice you wish to roll.
//roll-dice# This will allow you to roll the specified number of dice with 6 sides each.
//roll-sides# This will allow you to roll 2 dice with the number of sides specified.

         In any type of combat, the numbers rolled on the dice determine the number of hits scored upon an opponent. In our guild, the highest dice allowed is 2d40; with the lowest being 2d20. Therefore, the highest number that can be rolled is 40, and the lowest of course is 1. The following chart shows how many hits are scored when a certain number is rolled on the dice.

Dice Roll Hits Scored
1-14 0
15-19 1
20-24 2
25-29 3
30-34 4
35-39 5
40 6


Being that two dice are rolled in each combat round, or turn, there will be two opportunities to score hits. Here is an example of what this means:
         A member of the KotMB with the rank of Major (2d28), rolls his dice in a Spar, attempting to "hit" his opponent. The player enters the command string into the chat room (//roll-sides28-dice2), and receives the following result:
        OnlineHost: KotMB Major rolled 2 28-sided dice: 28 13
         The Major has rolled two separate numbers, a "28" & a "13". Using the chart above, we see that that the Major has scored three (3) hits with the "28", and zero (0) hits with the "13". The player would then add the number of hits from both die rolls, and the result is the total number of hits scored in that combat round. In this example, the total number of hits scored would be three (3).

Combat Rules & Match Types

         There are a multitude of reasons for two or more characters to engage in battle. The most common form of combat is the Spar, for it is a somewhat friendly match used for either practice or fun. Other types of combat matches recognized by the KotMB are; Honor Matches, Prisoner of War Matches, Release Matches, Assassination Attempts, Death Matches, Miscellaneous Matches, and Mass Combat.
         Before any combat match can begin, there are a few terms that must be agreed upon by all participants. These terms include, but are not limited to, the following issues:
  1. The type of match that is going to be fought.
  2. The number of points or rounds that will determine the end of the match.
  3. The dice that will be used by each combatant (usually the assigned guild rank dice).
  4. The weapons that will be used in the match (Blades, Hand-to-Hand, Magic, etc.)
  5. The use of any forum enhancers.
  6. Whether or not a Proctor is needed to judge the match.

Proctors

         AA Proctor is someone who supervises or monitors a combat match, to ensure that guild and forum rules are followed, and to act as official witness to the outcome. A Proctor also often acts as a judge, keeping accurate score as the match unfolds. Many of the more consequential combat matches require a log to be kept for future validation and record keeping. The Proctor is often the one responsible for keeping such a log.
        

Combat Methods

Standard Combat Method (SCM)
        a. Initiative is conducted using standard 1d6.
        b. Standard Guild dice are used (2dxx).
        c. Matches are fought to a number of points.
                HM- 10 points
                PoW- 15 points
                RM- 15 points
                DM- 20 points

Variable Combat Method (VCM)
        a. Combatants conduct initiative using standard 1d6.
        b. Combatants will use anywhere from 3-6 dice for combat actions (3dxx, 4dxx, 5dxx, 6dxx).
        c. The number of dice used will be determined by the roll of 3dxx dice.
        d. Matches are fought to rounds, regardless of point totals.
                HM- 5 rounds
                PoW- 7 rounds
                RM- 7 rounds
                DM- 10 rounds

Types of Matches



Spar
         Spars are one-on-one duels that are a good way to build experience, and are most commonly used for practice or fun. This is the most generic form of combat, and follow the basic rules of the Standard Combat Method. The maneuvers and techniques used in any Spar Match should never be fatal or crippling.

Honor Match (HM)
        An Honor Match is fought to achieve one of the following objectives:
                a. To obtain an apology for a specific offense.
                b. To resolve a dispute.
                c. To prove each combatants resolution to their honor.

The end state of an Honor Match will be according to the objective attempted.

Prisoner of War Match (PoW)
         A Prisoner of War match is fought to capture an opponent in a time of declared war. The PoW remains in captivity until one of the following five (5) circumstances are met:
                a. The event/war ends.
                b. A prisoner exchange is approved by contending GC's
                c. A successful release match (RM) is conducted.
                d. The Capturing GC authorizes their release.

         To escape captivity, the prisoner must detail their escape plot via missive, submitted to the War Council representatives. The prisoner rolls 1d12 in the presence of the War Council representative, abiding by the following results:

                1-6 = Failure, no more attempts can be made.
                7-9 = Specialized Release Match, the attempt is forwarded by the War Council representative to the opposing GC, who selects a member to fight the prisoner. Should the prisoner win, they are released. Should the captors win, the prisoner resumes original captivity period.
         10-12 = Prisoner escapes unscathed. Attempt is forwarded to opposing GC as a successful attempt.

         Only one escape attempt is allowed per captivity, and PoW's must place "PoW" in their profile. PoW's may be ordered to fight for the opposing side only once during their captivity, but are not allowed to fight without prior authorization of the holding GC.

Release Match (RM)
         A Release Match is fought to forcibly release a PoW from captivity. If the challenger is victorious, the prisoner is released. If the holding side is victorious, the prisoner resumes the original captivity period, and the challenger becomes a PoW as well.

Assassination Attempt (AA)
         Assassination attempts are conducted for strategic removal of specific targets. Assassination attempts are governed by KotMB Assassination Mandates. These mandates can found on the KotMB web site.

Death Match (DM)
         A Death Match is fought to slay the opponent. Losers are considered a ghost/dead for the remainder of the event/war. Losers are required to place "Ghost" in their profile and are not allowed any further participation in the event/war. A Death Match that is fought in peacetime, or with an opponent outside of the KotMB, will result in the losing character's death and ghosting for five days.

Miscellaneous Matches (MM)
         Alterations of matches may be created to suit special circumstances or events. Any Miscellaneous Matches created for events must be clearly defined and within KotMB policy. All involved parties must consent to the alterations.

Mass Combat (MC)
         Mass Combat is fought for one or more of the following reasons:
                a. To use a size advantage in combat.
                b. To eliminate multiple opponents at once.

         There can never be more than a two (2) person advantage per side. Healing is not allowed in Mass Combat. Initiative is conducted with 1d100 instead of 1d6, and combat ends when ALL opposing combatants have been eliminated. Mass Combat is fought to twenty points per combatant.
         Mass Combat can be fought as a DM or PoW type match, clearly stated before combat begins. Any combatants eliminated, including those from the winning side, therefore become PoW's or ghosts according to the type of Mass Combat match.

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Questions for Training Packet 4


1) List the three manual command strings for rolling dice on AOL:
        a)
        b)
        c)
2) If the results of two dice being rolled are "21" & "32", how many total hits have been scored?
3) List three issues that must be agreed upon before any combat match can begin:
        a)
        b)
        c)
4) What are the duties of a Proctor?
5) If a PoW attempts escape from capture, and rolls an "11" on his 1d12, what is the result?
6) What happens to a character that loses a DM fought during a declared war?

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