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DRAGONMOUNT

A WHEEL OF TIME COMMUNITY

The Complete Guide To The Game


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Contents

 

 

  • Introduction to the Game
  • The Dice Roller
  • The Basics - Stats, How to defend, How to attack, What a post looks like, Did you get hit?, How much damage was done?
  • The Botches - Accuracy, Speed, Weapon Strength, Strength, Multiple Botches
  • Weapons - Non-projectile, Projectile, Equalizers
  • Armor & Horses - Horses, Damage reducing
  • Role play
  • Getting started - Training, Your first challenge, What a fight looks like, the shops & the Bank
  • Glossary & Abbreviations

 

 

Introduction to the Game

 

 

The Game is where Band Members come to fight each other to the death. Each regiment has a proud history in the Arena which is being upheld to this day by your gallant comrades.

 

To win, all you have to do is reduce your opponents health points (HP) to 0.

 

The game consists of two sections. Stats, which are rolled, and role play. The stats determine whether or not a hit is made and how much damage is done if a hit occurs. The role play is what makes the games fun and interesting to play. They also help determine how many Game Points (GP) you earn.

 

 

 

The Dice Roller

 

 

Since so much of Mat's life is governed by chance, your fate in the Arena is also governed by chance. As such each turn you enter your stats into the dice roller, click roll and use whichever stats you're presented with at the end for your turn.

 

post-24023-0-10551000-1381690705.png

 

 

 

 

The Basics

 

 

 

Stats

 

 

There are four stats that are entered into the dice roller.

 

The attacking stats are Accuracy (ACC) and Weapon Strength (WS).

 

The defending stats are Speed (SPD) and Strength (STR).

 

Accuracy (ACC), Speed (SPD) and Strength (STR) are all associated with the player and determine the strength of the player. Weapon Strength (WS) is associated with the weapon used and helps determine how strong the weapon is.

 

There is a fifth stat that remains constant. Base Damage, generally referred to as Base and sometimes referred to as B. This is associated with the weapon and it's value does not change.

 

 

 

How to defend

 

 

In the first section of your post, you post your defense to your opponents attack. To defend, you place all your stats in the Dice Roller, click Roll, and make a note of your Speed (SPD) and Strength (STR). The Speed will determine if you get hit, the Strength will determine how much damage is taken.

 

 

 

How to attack

 

 

In the second section of your post, you attack your opponent. To attack, you use your Accuracy (ACC) and Weapon Strength (WS) statistics that you've already rolled. Your Accuracy will determine if you hit your opponent, the weapon strength will determine how much damage you do.

 

 

 

What a post looks like.

 

 

post-24023-0-67318700-1381260737.png

 

 

 

Did you get hit?

 

 

This is determined by looking at the attackers Accuracy (ACC) and the defenders Speed (SPD).

 

There are 5 options:

ACC>SPD - the attack was successful. You now move on to look at how much damage was done.

ACC=SPD - the attack failed, no damage is done.

ACC<SPD - the attack failed, no damage is done.

ACC=0 - this is a special case called a botch and will be explained later.

SPD=0 - this is a special case called a botch and will be explained later.

 

 

 

How much damage was done?

 

 

If the attackers Accuracy was higher than the defenders Speed, then we move on to see how much damage was done. This is determined by comparing the attackers Weapon Strength (WS) and the defenders Strength (STR).

 

Again there are five possibilities:

WS>STR - the attack was not blocked, full damage is taken.

WS=STR - the attack was partly blocked, half damage is taken.

WS<STR - the attack was partly blocked, half damage is taken.

WS=0 - this is a special case called a botch and will be explained later.

STR=0 - this is a special case called a botch and will be explained later.

 

Full Damage is calculated by adding together the attackers Weapon Strength and the Base Damage of the weapon.

 

Half Damage is calculated by adding together the attackers Weapon Strength and the Base Damage of the weapon and dividing them by two, rounding down where necessary.

 

Let's look at an example.

 

Sam is fighting an orc with his trusty frying pan.

 

The frying pan has a weapon strength of 4 and a base of 4.

 

So that looks like:

 

Frying Pan: WS=4, Base=4.

 

Sam rolls a weapon strength WS = 2.

 

The orc can roll a strength of either 0, 1, 2 or 3(+)

 

STR=0 is a special case called a botch and will be looked at later.

STR=1 is less than WS=2 so the orc takes full damage (weapon strength (rolled) + base damage (constant)). In this case that equals 2 (WS) + 4 (base) = 6. So the orc loses 6HP from its health points.

STR=2 (or higher) is equal or greater than WS=2 so the shot is blocked and the orc takes half damage (weapon strength (rolled) + base damage (constant) divided by 2). In this case that equals (2(WS) + 4(base))/2 = 6/2 = 3. So the orc loses 3HP from its health points.

 

Remember that you're only calculating this if the attack was successful (determined using accuracy and speed).

 

 

 

 

 

The Botches

 

 

A botch is what happens when a player rolls a 0 for one of their stats.

 

Accuracy

 

 

When you roll an accuracy = 0, then you miss your opponent.  But it's worse than that, they hurt remember?  You hit yourself and take damage equal to your base damage.  If you hit yourself then the damage reducing armor has no affect, you take the full base damage of your weapon, this is explained further in the armor section.

 

 

 

Speed

 

 

Pay attention to this one, this affects your entire turn.

 

When you botch speed (roll a speed=0) you drop your weapon.  It starts off as normal, you get hit and calculate damage as normal. 

 

However you've dropped your weapon so your attack is effected:

  • Your Accuracy (ACC) becomes 1, regardless of the accuracy number you actually roll. 
  • Since you have no weapon, you replace your Weapon Strength (WS) with Strength (STR).  So now you're measuring strength against strength. 
Damage done is also measured slightly differently.  Again there are three options for what happens.
  • Attacking Strength > Defending Strength - damage done is equal to the attackers strength
  • Attacking Strength = Defending Strength - no damage is done.
  • Attacking Strength < Defending Strength - no damage is done.
You pick up your weapons on the next turn, assuming that you don't roll another Speed=0.

 

There is one exception to this rule: the Infantry equalizer. This will be explained later.

 

 

 

Weapon Strength

 

 

When you roll a weapon strength = 0, then you only do half the damage of your base damage.

 

 

 

Strength

 

 

When you roll a Strength = 0, you take maximum possible damage from your opponent, so that's their full weapon strength and base damage regardless of what weapon strength they actually rolled.

 

 

 

Remember that the fifth statistic (base damage) is a constant, so does not have an associated botch.

 

So what happens when you roll more than one 0?

 

Multiple Botches

 

 

Botch:

If you roll a 0 for both Speed and Accuracy.

 

SPD: 0

ACC: 0

 

The defense takes precedence.  Even though you rolled a 0 for both you still post

 

SPD: 0

ACC: 1

 

Botch:

WS: 0 (attacking player)

STR: 0 (defending player)

 

In this case, the Strength botch takes precedence.  Damage is calculated as if the Weapon strength botch did not occur, i.e. maximum possible weapon strength damage and base damage.

 

In a similar scenario:

 

Player 1 rolls:

 

SPD: 0 (player 1 defense)

STR: 0 (player 1 defense)

 

Their attack automatically becomes:

 

ACC: 1 (player 1 attack)

STR: 0 (player 1 attack)

 

Remember that when you botch Speed, your accuracy automatically becomes 1 and your weapon strength is replaced with strength.  Normally this means that there will be no hit, however if Player 2 rolls:

 

SPD: 0 (player 2 defense)

STR: 0 (player 2 defense)

 

In this case, Player 2 takes a hit equal to the maximum possible strength of player 1. 

 

And you should both be thoroughly ashamed of yourselves.

 

 

 

 

 

Weapons

 

 

 

There are two types of weapons in the Arena: projectile and non projectile.

 

Non-projectile weapons are used by all of the Regiments.  Projectile weapons are only used by Archers, but Cavalry and Infantry need to know how to defend against it.

 

Some weapons require a minimum level of skill (accuracy, strength or speed) to use.  For example

 

Weapon, Base, WS, Requirements, GP Cost

 

Saucepan,  Base = 2 WS = 8, Strength = 3 Accuracy = 4, Free

 

This means that the Saucepan has a base damage of 2, a weapon strength of 8 and the fighter needs a minimum strength of 3 and a minimum accuracy level of 4 in order to use the weapon.  The weapon costs no GP (game points to buy).

 

Non-projectile

 

 

Each weapon has 2 numbers associated with it that tell you how strong the weapon is.

 

Weapon Strength (WS)

& Base Damage (Base)

 

So for example

 

Cheesegrater:

 

Weapon Strength (WS) 3

Base Damage (Base)    1

 

 

The weapon strength is one of the attacking stats. 

 

Base Damage is used to help determine the damage done to your opponent and remains constant.

 

Remember:

 

weapon strength > Strength  Full damage is taken

Damage is: the Base Damage + the Weapon Strength value rolled

 

weapon strength = Strength  Half damage is taken

Damage is: (Base Damage + the Weapon Strength value rolled)/2

when necessary we round down (e.g. 2.5 ->2)

 

weapon strength < Strength  Half damage is taken

Damage is: (Base Damage + the Weapon Strength value rolled)/2

when necessary we round down (e.g. 2.5 -> 2)

 

So, for example, using the infamous:

 

Cheesegrater:

 

Weapon Strength (WS) 3

Base Damage (D)      1

 

The attacking player rolls a weapon strength of 2.

 

There are four outcomes from the defending player.

 

Strength = 3 or higher

In this case Strength > Weapon strength so the defending player takes half damage

or (2+1)/2 = 1.5 = 1

 

Strength = 2

In this case Strength = Weapon strength so the defending player takes half damage

or (2+1)/2 = 1.5 = 1

 

Strength = 1

In this case Strength < Weapon Strength so the defending player takes full damage

or (2+1) = 3

 

Strength = 0

This is one of the botches and means that the defending player takes a hit of the maximum possible damage.  In this case that's equal to 4 (3+1).

 

 

 

Projectile

 

 

These are the Archers domain and work a little differently.  

 

Archer weapons, including bows, crossbows and slingshots, consist of a weapon and ammunition combination.  They also only have a Base Damage (D) value.

 

So what does this mean?

 

First off, two weapon stats are written down.

 

For example:

Slingshot : Base Damage 0

(this may be written as just

Slingshot)

 

Ammo:

Monkey poo: Base Damage 2

 

This means that the Base Damage of this weapon combo is 2.

 

The more astute amongst you will have noticed that there is no Weapon Strength associated with these weapons and be wondering what you roll, or what you roll against.

 

The short answer is that you don't.  

 

If using a projectile weapon, an Archer only writes down the Accuracy (ACC) stat.  The only defense needed by the defending player is Speed (SPD).

 

If the accuracy > speed then the attack is a success and the defending player takes full damage (from the combined values of the Base Damage from the weapon and the ammo).  If the accuracy = speed or accuracy < speed then there was no hit and no damage was taken as normal.

 

 

 

Equalizers

 

 

Each Regiment has something that is unique to them.  These are generally cheap, and the entry level is free.

 

Archers (daggers):

 

 

Daggers are the only weapon in the game that allow you to attack twice.  This is an advantage as it gives you twice as many attacks as your opponents (unless you're facing another Archer using daggers).  Your daggers must be from the same set.

 

In order to use them, you roll the Dice twice.  Your defense stats are the first ones you roll, you then post two attacks...

 

1st attack:

ACC: 3

WS: 2

 

2nd attack

ACC: 5

WS: 7

 

When you're defending against this, you roll the Dice twice and post both defenses.  Your attack should be the stats from the first roll.

 

1st defense:

SPD: 2

STR: 5

 

In this case you take half damage for the first hit.

 

2nd defense:

SPD: 5

STR: 0

 

In this case you avoid getting hit and the strength botch has no affect.

 

A note on botches for archers.

 

If you roll a speed=0 then you drop both daggers and you also forfeit the double attack until you're able to pick up the daggers again. 

 

You can roll an accuracy=0 on either one or both of your attacks, in this case you take the base damage of the dagger on either one or both of the daggers.

 

 

 

Cavalry (horses):

 

 

The Cavalry's equalizer is the ability to use their horses as weapons.  In order to use this option you must have earned the right to use a horse within your Regiment.  The Arena has no horses available to loan out.  If you choose to use your horse, then it becomes both weapon and armor.  This means that if using the horse as an equalizer, you forfeit the use of any other weapons you might have.

 

The horse will have a Weapon strength (WS) and Base Damage associated with it like any other weapon, depending on the level of training you've both had.  They also have a health point increasing affect, similar to that of HP increasing armor.  However this does not prevent you from wearing armor as well.

 

 

 

Infantry (fists):

 

 

Infantry are always ready to fight, even without a conventional weapon their fists are weapon enough.  So this gives the Infantry two options.  They can either do battle using their fists alone, which Infantry members have been known to do this and win, or still play with a variety of weapons associated with the Infantry.  The fists have a weapon strength and base damage associated with them, so the attack and defense are played as normal.  The advantage the Infantry player gets from their equalizer is in regards to the Speed botch. In short, to an Infantry player fighting hand to hand, the Speed botch, which will unarm a normal player and penalize them for it, means nothing, as they're already unarmed. This means the Infantry player takes NO Speed botch penalties in this case whatsoever, except for the fact that he just undoubtedly got hit. Everything else about the fight is normal.

 

 

 

 

 

 

 

Armor & Horses

 

 

 

The purpose of armor in the game is to prolong your life.  The armor used in the Arena is damage reducing.  The Cavalry Horses also have a life prolonging effect by increasing your initial Health point.

 

Horses

 

 

Each player starts the game with 100HP.

 

If a Cavalry member chooses to battle with their horse (see Equalisers below) then the health points they start the game with increase.  This means your opponent has to not only reduce your HP to 0, but that of your horse as well before they can win.  Armor can be worn as well for added protection.

 

Example:

 

If your horse has an effect of HP+20, then at the beginning of the game, your Health stats look like this: 100(+20)

After taking a hit of 5, your health goes to 100(+15)

 

 

 

Damage reducing Armor

 

 

Damage reducing armor (AR-) reduces the amount of damage taken each hit.  The advantage of this armor is that it never runs out, every single hit that your opponent makes is reduced by the variable number in the armors name.  However, there are exceptions.  If you botch accuracy and hit yourself, then the armor has no effect.

 

Example:

 

If you are wearing AR-3, then you would have AR-3HP= 100 - (hit-3)

After taking a hit of five, then your health goes to AR-3HP= 98: 100 - (5-3)  i.e. instead of taking the 5 damage that you normally would, you only take 2 damage as the armor has absorbed 3 points worth of damage (and will do this every time).

 

 

 

 

 

Role Play

 

 

This is an important part of the game experience.  You are encouraged to be as flamboyant and outrageous as you care to be, so long as you stay within Dragonmount's CoC.  Although this doesn't affect the outcome of the game, Game Points earned are dependent on the role play.

 

Role Play should reflect the stats rolled.  If you roll a 0, you screwed up and your post should reflect this, if you rolled a 20, that's pretty close to perfect and your post should reflect that.  It's best not to anticipate your opponents reactions in your role play, you swing your blade at your opponent.  Your opponent describes whether or not it hit.

 

 

 

Getting Started

 

 

Like what you've heard? Can't wait to get started? Excellent! We're happy to have you! But before we start beating you up, we'll train you a little first :happy:

 

Training

 

 

To start, add your name to the training roster and one of the game staff (currently BFG, Davrick & Dire) will be along to set up a training thread for you. There are seven lessons that should cement everything you've just read in this guide.

 

 

 

Your first challenge

 

 

Once you've completed the training you are now ready for your first real fight. In order to fight somebody, you first need to challenge them.  Your challenge should include your stats, weapon or weapons (you're allowed to take up to two into the Arena (the one exception to this is if the Cavalry choose to fight with their horse)) and any armor worn.

 

To respond to a challenge state your stats, weapon/s and any armor.

 

Decide between you who will open the thread and who will attack first, if there will be anything unusual in the game it should also be stated here. For example if you choose to battle from 50HP instead of 100HP, or if one of you will be using lower stats than they've gained.

 

You're now ready to battle. Start a thread in the main board and get started.

 

 

 

What a fight looks like

 

 

 

 

STATS

ACC : 2

SPD : 2

STR : 3

 

Weapon

Basic Frying Pan

Base 3 WS 5

 

 

HP = 50

 

 

Sam looks up from the fire where his taters are merrily cooking away at the sound of stones being kicked.  A monstrous orc stands in front of him, his sword already raised.

 

 

STATS:

 

ACC: 2

SPD: 2

STR: 3

 

Weapon: Basic Sword

B 3 WS 5

 

HP:50

 

 

The orc comes across the small hobbit unexpectedly and takes a couple of seconds to react.  The few brain cells he has remember that hobbits are to be captured alive, but nothing said anything about being unharmed, he raises the blade and slashes down.

 

ACC: 1

WS: 5

 

 

STATS

ACC : 2

SPD : 2

STR : 3

 

Weapon

Basic Frying Pan

Base 3 WS 5

 

 

HP = 50

 

Seeing the orc's blade flashing down, Sam reacts by grabbing the nearest thing to hand, in this case the frying pan and rolling to the side, hoping to avoid the blow. He barely moves out of the way in time and breathes a sigh of relief as the blade misses.

 

SPD: 2

STR: 0

 

HP = 50

 

Pivoting on his heels to face the orc, Sam swings his frying pan, hoping the blow will force the orc to drop the sword.

 

ACC: 2

WS: 4

 

 

 

 

 

 

STATS:

 

ACC: 2

SPD: 2

STR: 3

 

Weapon: Basic Sword

B 3 WS 5

 

The orc doesn't move out of the frying pans path in time, and bellows with surprised pain as the blow jars through his entire body.

 

SPD: 1

STR: 2

 

HP:43 (50-7) (4 from weapon strength, 3 from base)

 

Enraged the orc loses all semblance of calm and attacks wildly, blade flashing in the sun.

 

ACC: 1

WS: 2

 

 

Please note that if your opponent has NOT posted within 48 hours you take a free hit. Your opponent CANNOT defend against the first shot, so takes damage equal to your base and rolled WS, but CAN defend against your second shot as normal.

 

The game will be declared ended if either opponent has failed to post in the thread for more than 2 weeks. By default the person who posted last wins regardless of actual HP.

 

Only 1 weapon may be taken into the Arena, with 2 exceptions. Archers may take up to 2 types of arrows into the Arena with their bow. The Infantry Equaliser is always in affect when claimed.

 

The Shops & Bank

 

 

This is where you keep track of your GP balance and where you go to upgrade stats, armor and weapons.

 

The Bank & Vaults

This is where you keep a record of your Stats & Weapons.

 

Your starting stats are determined by your rank within the band upon completion of the Dice training.

 

Earning GP

 

 

There are many ways to earn GP in the Band.

  • Completing the Lessons will earn you 70GP
  • Band promotion will earn you GP
  • Playing the Game will earn you GP
  • Competing in the monthly event will earn you GP
  • Competing in Arena hosted Social Group events will earn you GP
  • Successfully completing a RedArm Challenge will net you up to 20GP
  • Various awards in the Band also gain you GP points, such as the RR stripe.
So there you are, lots of ways for you to earn GP.

 

 

 

Knick Knack - shop here for upgrading Stats and buying Armor.

 

Target - the Archers shop, stocked with bows & arrows, crossbows, slings and slingshot and daggers.

 

Tack and Saddle, for all the Cavalry needs, stocked with flails, blades, lances and where you can get your horse riding lessons.

 

Pain-Mart - Infantry only, stocked with axes, bludgeons, swords and hand-hand combat lessons.

 

 

 

 

 

Glossary & Abbreviations

 

 

 

ACC: Accuracy

 

B: Base: Base Damage

 

GP: Game Points

 

HP: Health Points

 

SPD: Speed

 

STR: Strength

 

WS: Weapon Strength

 

botch = a botch is when a player rolls a 0 for one of their stats. A botch is designed to hurt the player in one form or another.

 

damage reducing armor - this reduces the level of damage done each turn.

 

dice roller - the dice roller is used to determine a players stats for the turn.

 

HP increasing armor - this increases your level of health points before the match starts.

 

roll play - helps determine how many game points you earn for the game. Have fun with this.

 

stats - the method by which the players skills are measured (typically consisting of accuracy, speed, strength, base damage & weapon strength)

 

 

Edited by BFG
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