Nessus Duel Rules

Duels are run as needed in the char room #Vega. A player may only duel twice per day with the same GM officiating.


Starting Off

The GM must have your stats. No Stats means no duel.

If you are not Registered then your stats are 75 HP's, max damage 15 per hit, +0 to hit, +0 to dodge.

You are allowed two weapons, or one attack spell and a weapon, or two attack spells.

All armor is allowed

All non-offensive magic (not labeled as Quest Only) is allowed such as cure, protect or barrier. Non-offensive spells do not count as one of the two spells allowed in battle.

Any roll of 14 or lower is a miss inflicting 0 damage or a failed action.

Any natural roll of 1, 2, or 3 is an auto miss regardless of how many bonus's to hit a character might have.

NOTE: No level skills are allowed in duels

Battle and Turns

Simple Rules

#1 The duel starts out with the initative roll. High goes first.

#2 The combatant which wins initiative (We will call him Jon) states his attack or action. He may attack physically, attack with a spell, or cast a non-offensive spell.

#3 The combatant which lost initiative (We will call her Sally) states her attack or action. She may counter attack either physically or with an attack spell, cast a non-offensive spell, or dodge/resist.

#4 Both combatants roll to see if their attacks, spells, or actions are successful.

#5 The GM looks at the rolls then calculates damage, states whether spells or actions are successful etc..

#6 The round is over.

#7 Now it's Sally's turn to go first.

The process repeats itself until there is a winner.

Example 1:

Jon wins initiative.

Jon decides to attack Sally 4 times with his sword.

Sally decides to try to dodge the blows.

Both Jon and Sally roll 4 d20 with any bonus's they have from their stats to attacking (for Jon) and dodging (for Sally).

Jon rolls a 14, 8, 16, and 21

Sally rolls a 7, 15, 17, and 18

The GM determines how many times Jon hits by comparing each attack roll to the corisponding dodge roll from Sally.

On the first attack Jon rolled a 14. Sally rolled a 7 to dodge. Both rolls were failures. No damage is inflicted.

On the second attack Jon rolled a 8. Sally rolled a 15 to dodge. An 8 is a failed attack. Sally rolled a successful dodge against the 8 but it doesn't matter because Jon would have missed anyway. No damage is inflicted.

On the third attack Jon rolled a 16. Sally rolled a 17 to dodge. Both rolls were successes, however Sally's dodge roll was higher than Jon's attack roll. No damage is inflicted.

On the fourth attack Jon rolled a 21. Sally rolled an 18. Both rolls were successes, however Jon's attack roll was higher than Sally's dodge roll. Jon hit and inflicted damage.

Now it is Sally's turn to go first.

Example 2:

Jon wins initiative. He decides to attack Sally 4 times with his sword.

Sally decides to cast defensive spells on herself. She casts cure and protect.

Jon rolls 4 d20 with any bonus's he has from his stats to attacking.

Sally rolls 2 d20 with any bonus's she has from her stats to spell casting.

Jon rolls a 14, 8, 16, and 21

Sally rolls a 7, and 15

The GM does not need to compare rolls. Any roll over 15 is a success with no dodging going on.

On the first attack Jon rolled a 14. No damage is inflicted.

On the second attack Jon rolled a 8. No damage is inflicted.

Since spell casting is an action, Sally's first spell would be activating just after Jon's second attack. Sally rolled a 7. Her cure failed.

On the third attack Jon rolled a 16. Sally is not dodgeing. Jon hit and inflicted damage.

On the fourth attack Jon rolled a 21. Jon hit and inflicted damage.

Now Sally's second spell is finishing up. She rolled a 15. Her spell is successful and activates right after Jon's fourth attack.

It is now Sally's turn to go first.

Example 3:

Jon wins initiative. He decides to attack Sally 4 times with his sword.

Sally decides to forget defending and just counter attack.

Both Jon and Sally roll 4 d20 with any bonus's they have from their stats to attacking.

Jon rolls a 14, 8, 16, and 21

Sally rolls a 7, 15, 17, and 18

The GM has no dodges to compare so any roll over 15 is a success.

On the first attack Jon rolled a 14. Sally rolled a 7 to counter. Both rolls were failures. No damage is inflicted.

On the second attack Jon rolled a 8. Sally rolled a 15 to counter. An 8 is a failed attack from Jon. Sally rolled a successful attack with the 15 and inflicts damage to Jon.

On the third attack Jon rolled a 16. Sally rolled a 17 to counter. Both rolls were successes, they inflict damage to each other.

On the fourth attack Jon rolled a 21. Sally rolled an 18. Both rolls were successes, they inflict damage to each other.

Now it's Sally's turn to go first.

Optional Rules

Listed below are the optional rules which a GM may decide to use when running duels.

Players may request certian rules, however the GM has the final say about which rules will or will not be used.

GM's should inform playrs which rules they are using before the duel begins.

Duels using none of the optional rules will be refered to as 'Simple'

Duels using all of the optional rules will be labeled 'Advanced'

Duels using some but not all of the optional rules will be refered to as 'Simple With (list of optional ruled being used here.)'

Counter = Go 2nd Again

When using this optional rule, combatants which counter attack lose their chance to go first the following round.

Example:

Jon wins initiative. He decides to attack Sally 4 times with his sword.

Sally decides to forget defending and just counter attack.

Both Jon and Sally roll 4 d20 with any bonus's they have from their stats to attacking.

Jon rolls a 14, 8, 16, and 21

Sally rolls a 7, 15, 17, and 18

The GM has no dodges to compare so any roll over 15 is a success.

On the first attack Jon rolled a 14. Sally rolled a 7 to counter. Both rolls were failures. No damage is inflicted.

On the second attack Jon rolled a 8. Sally rolled a 15 to counter. An 8 is a failed attack from Jon. Sally rolled a successful attack with the 15 and inflicts damage to Jon.

On the third attack Jon rolled a 16. Sally rolled a 17 to counter. Both rolls were successes, they inflict damage to each other.

On the fourth attack Jon rolled a 21. Sally rolled an 18. Both rolls were successes, they inflict damage to each other.

Sally counter attacked. Jon gets to go first again.

Offensive/Defensive Actions

When using this optional rule, the combatant which goes FIRST during a round can not be attacked while performing a non-offensive action.

The combatant which goes second can only perform non-offensive actions during their turn in that round.

Example:

Jon wins initiative. He decides to use defensive magic on himself.

Sally can either use defensive magic herself or just wait for her attack turn. She can not dodge because Jon is not attacking. She can not counter attack because Jon is not attacking.

Sally decides to just wait for her attack turn. She could cast Cure or any other non-offensive spell on herself if she wanted to, but she decides to just wait.

Jon rolls 2 d20 with any bonus's he has from his stats to spell casting. Sally has nothing to roll for.

Jon rolls an 8, and 16

The GM has no rolls to compare. Any roll over 15 is a success.

On the first attempt Jon rolled an 8. His spell failed.

On the second attemt Jon rolled a 16. His spell was successful.

Now it is Sally's turn. She is free to attack if she wants to. If she decides to perform a non-offensive action then Jon will not be able to counter-attack this round.

Self Hits

When using this optional rule an attack roll of a natural 1 is considered a self hit. Self hits inflict 50% of the characters max damage.

The Sliding Damage Scale

When using this optional rule Characters will not inflict their max damage on rolls of 15 - 19. The amount of damage will decrease 10% per 1 under 20.

I.E
A roll of 20+ = 100% characters max damage.
A roll of 19 = 90% characters max damage.
A roll of 18 = 80% characters max damage.
A roll of 17 = 70% characters max damage.
A roll of 16 = 60% characters max damage.
A roll of 15 = 50% characters max damage.

Example:

Jons max damage is 50 per hit. He can inflict 200 dmg per round.

Jon swings his sword 4 times at Sally.

Assume she fails to dodge any of the strikes.

He rolls a 15, 17, 18, and 20.

On the 15 Jon inflicts 25 dmg (50% of his max)

On the 17 Jon inflicts 35 dmg (70% of his max)

On the 18 Jon inflicts 40 dmg (80% of his max)

On the 20 Jon inflicts 50 dmg (100% of his max)

All together Jon inflicts 150 dmg to Sally.


Winning

Winning is determined one of three ways.

Your opponent forfeits or states that they yield.

Your opponents hit points fall to 0 or below. They are considered dead.

Your opponent runs from the battle. Either by running or by casting an escape spell.


Prize

The winner of the duel receives 100 Exp. and $100.

The loser, if able to revive themselves after death, receives 50 Exp. and $50.

If a person chooses to yield, they receive 25 exp and $25.


Non-lethal Duels

Many people might not want to lose precious lives or pay rezz fees for normal sparring matches. This is understandable and completely acceptable. Non-lethal duels are handled exactly like duels to the death, however, when one combatant reaches 0 HP's they are considered knocked out rather than dead.


Prize For Non-lethal Duels

Non-lethal duels involve virtually no risk therefore the rewards for them are half those of duels to the death.

The winner of the duel receives 50 Exp. and $50.

The loser of the duel recieves 25 Exp. and $25.

If a person chooses to yield, they are especially cowardly and receive 0 exp and $0.


If you have any questions pertaining to duels please contact [email protected]

�2001 Joe Pombo

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