Brought to you by Lilith of <The Elite Imperial Guard>.
-First things first, this is just an idea, an opinion. Everyone is free to do whatever they want.
-I think this is fair and simple, since people whined about RP fights since the dawn of time and God knows we NEED more RP fights between characters, not just against some mindless NPC.
-I think that NOT all fights should be done this way, only the big / important / official ones, or tournaments or stuff like that. A simple bar fight needs no such thing.
-Feel free to add your opinions in the comments. If they are good, I'll edit this post in due haste.
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First of all, let me give an example for a one on one duel. I will get to boss battles later..
Duel starts:
A rolls 66 (A is a Bounty Hunter)
B rolls 32 (B is a Sith Warrior)
Since he got a higher roll, A activates his jet pack and lets bullets rain down on B while saying things like "You were a fool to face me here. The odds are on my side!". So an in-game action, along with animation and /emote or talk.
Since he got the lower roll, B gets hit by the attack while emoting a fall, a burn, a strong push, or anything fitting.
A rolls 2
B rolls 90
B quickly recovers In-character, and does some epic move, like charge and bashes A with his sabers hilt, breaking his nose. All along with animation (skills) and /emote as well.
Arolls 49
B rolls 53
Another high roll for B. That gives him another advantage BUT, the roll difference is not high, so this time and damage done on A would not be great, or A could do a move to mitigate the action, like a small barrier shield right before the hit.
A rolls 30
Brolls 68
The third high roll decides the winner. If someone has 3 high rolls one after another, he will win the fight. The end of the fight is up to the winner, without killing his opponent (unless it's a fight to the death)
Since they are in a party, only they would know the rolls. So for any spectators, the fight will look realistic, with unexpected turns of events and epicness.
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Now for the "rules".
- The higher roll has the advantage of action, and the lower roll must act accordingly. But the higher roll would not necessarily attack. For example, if I want to flee the battle and i have the higher roll, i may pick to drop the sword and yield the battle.
- The bigger the difference between rolls, the bigger the action (or epic-er). While roll 30 and roll 37 might be a simple punch or kick, roll 2 and roll 98 might be a stab to the leg, a deep cut or a massive attack. This adds to realism and is just cool to look at.
- The fights usually end when someone has 3 high rolls one after another (like in the example above) or IF the higher roll decides to flee.
- IF two people have the same rolls, or very VERY close, like roll 49 and roll 50, they can: a) roll again, or b) RP the entire thing. One does the action, and the other one retaliates the attack with a parry, a strong defensive spell or whatever. The later is more realistic and cooler to look at.
- The fight can end in a draw if both sides agree. No one wins.
- The lower roll doesn't pick when the fight ends. That's the higher roll's job.
Now, on to boss battles for example, ? v 1 (2 or more players VS 1 Boss)
The battle begins, a Jedi Sage (A) and a Gunslinger (B) face off against a Dark Jedi Sentinel ©.
The boss normally would be at a big disadvantage, so to make things more interesting, they can have +75 to their /roll. (In this case, 2 vs 1, the boss could /roll 250, of course different battles can have different /roll values, all chosen by the Event Master/Guild Master) The boss will also ALWAYS go first, allowing him a first attack so the players facing him know his /roll value. This way the players facing the boss get chance to dodge the first attack, and then make an attack move on the rebound if they succeed in evading.
C rolls 134 from a /roll 250
A rolls 55 from a /roll 100 ( just type /roll)
B rolls 83 from a /roll
The boss always starts off with the first attack, no matter the rolls. So C throws both his sabers, one at each of the heroes while using the Force to launch them with great velocity. Now, being that they are fighting a boss, they add the score of their rolls together and then react to the attack. (I often have the "hero" with the higher roll emote the attack while the lower roll "hero" only emotes how he evades/blocks the attack) A performs a force jump, front flipping out of the way of the saber. B rolls under it as it comes towards him, then as he comes to his knees he unloads a full clip from both of his blasters in C's direction. C would emote being hit by the attack according to the difference in the roll, (83+55= 138 - 134 = 4. So the attack would hit but not do much damage)
After the first turn the rolls go back to alphabetical order (Boss will always go last after first move, how you determine who is A or B (or more) is up to you.
A rolls 48
B rolls 32 (48 + 32 = 80 - 141 = 61)
C rolls 141 from /roll 250
A rushes towards her target, striking at C with her saber in an upward motion. B follows suit and throws a grenade in the direction of the boss while yelling out to A to get out of the way. C dodges the upward slash from A and then uses the force to launch her and the grenade back at B. The grenades explodes doing exceptional damage to them, more of the wounds are inflicted to B. (The "hero" with the lower roll will always take more damage then the "hero" with the higher roll if they roll less then the boss.)
A rolls 76
B rolls 82 (76 + 82 = 158 - 69 = 89)
C rolls 69 from /roll 250
A would start by emoting how she gets up after the explosion and then launches her next attack. B would then emote that he staggers up after taking most of the blast from the grenade and how he gets his revenge. C would then emote being hit by both attacks, and being that he was outrollled by so much he loses a turn so he does not get to attack.
The battle will then continue until the boss is either defeated ( It MUST ALWAYS be told in advance if it is a boss battle to the death, however "Heroes" never die unless they say otherwise. That way no one is killed off and cant be in guild anymore. Major injuries are a good way for heroes to lose.) or killed in the battle. A lot of the time the event will have been pre-meditated, meaning the Guild Master or Event Master will know how the battle ends before it even happens, you must ALWAYS follow the rule of the Guild Master/Event Master.
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A few rules for boss battles.
1. A boss should never face more then four "heroes", some events will allow a "tag team" scenario if there are more then 4 "heroes" in a Boss Battle Event. The first 4 "heroes" would take 3 turns (3 rolls) then the next four (or less) take 3 turns. These battles take long but makes it fair.
2. You NEVER (in any Roll Battle) emote you actually hitting them. They determine (In fairness and equality to the Rolls that were.. well rolled) how they take the hit.
3. In events where there is more then one boss, the "heroes" are divided (OOCly by Guild Master/Event Master) evenly to make battles fair, often the fights will be far enough apart to keep the emotes seperate from both Battles as to not confuse anyone. They will also be in different Ops groups to keep rolls to that battle only.
If you have any questions feel free to ask and I will do my best to answer.