┌(˘⌣˘)ʃ☕

Saturday, October 5, 2013

Dice, Pen, & Paper

Dice, Pen, & Paper
By Jared Clark Smallwood

Game Objective: 
The object of the game is to bring your opponents Health/Hit Points down from either 100 or 250 to 0 (or from 500 to 0 if playing 4+ Player Team Rules).

Necessary Components: 
2 or more players, a set of dice with a D4, D6, D8, D10, D12, D20.

Turns: 
2 Player Rules: At the start of the game, each player will roll a D6 to see who goes first; the one with the higher number will take their turn first. Each player will have an attack-phase and a defense-phase. Each turn, a player will attack and the other player will defend. This will alternate back and forth until one player is at 0 Health/Hit Points.

3+ Player (Uno-Type) Rules: At the start of the game, each player will roll a D6 to see who goes first; the player with the highest number will take their turn first. The turn order will be clockwise starting with the first player to take their turn. Each player will have an attack-phase and a defense-phase. Each turn, a player will attack and the next player will defend (i.e. you will attack the person who takes their turn next, NOT the person who attacked you). This will cycle clockwise until only one player is above 0 Health/Hit Points.

4+ Player Team Rules: At the start of the game, each player will pick a partner and form a 2 person team, then roll a D6 to see who goes first; the team with the higher (cumulative) number will take their turn first. The turn order will be clockwise starting with the first team to take their turn. Each team will have a shared HP of 500, an attack-phase, and a defense-phase. Each turn, a team may attack any opposing team. There will be 1 attack by each team member per turn, but the defense for those attacks will be taken by using a single character’s stats/build. This will cycle clockwise until only one team is above 0 Health/Hit Points.


Attack & Defense: 
Each player will allocate 5 skill points between their “Atk” and “Def” stats. These stats will be used as multipliers. When a player attacks, they will roll the D10, then multiply the rolled number by their Atk stat. When being attacked by an opponent the player will roll the D8, and then multiply the rolled number by their Def stat.

Spells: 
Each character may choose 2 spells to use at the start of the game, unless otherwise specified in their class rules (example: Wizards and Battle Mages can use all ‘spells’). You may use one of these spells per turn by rolling the D4.

Flameburst - Envelopes the enemy in a scorching fire that deals damage equal to the number rolled on D4. (ATTACK-PHASE ONLY.)
Sheerwind - Blasts the enemy with icy winds, causing 10 damage. Must roll a 4 on D4 to activate. (ATTACK-PHASE ONLY.)
Dispel - Negate all race and class effects for one turn. Must roll 3 or higher to activate. (ATTACK OR DEFENSE-PHASE.)
Dark Shroud - Conceals your character for one attack-phase and one defense-phase. Must roll 3 or higher to activate. (ATTACK OR DEFENSE-PHASE.)
Tension Raise - Double the damage dealt by your next spell. You cannot use a spell the turn after this spell's effect has taken place. Must roll 3 or higher to activate. (ATTACK-PHASE ONLY.)


Race: 
Each race has additional point(s) to allocate and/or perk(s). 

Human: Roll D12, if you roll 10 or higher, your character’s Def is set to 5 for this turn.
Draconian: Roll D12, if you roll 10 or higher, your character’s Atk is set to 5 for this turn.
Elf: +1 to Atk and Def stats.
Dwarf: +2 Def.
Orc: +2 Atk.
Spriggan: Roll D12, if you roll 10 or higher, attack again.
Orge: Roll D12, if you roll 10 or higher, double your Def for this turn.
Lycan: Roll D12, if you roll 10 or higher, double your Atk for this turn.
Vampyre: Add +5 to your health points every attack-phase.
Felid: +3 Def -1 Atk.
Fiend: +3 Atk -1 Def.
Troll: +3 Atk. (Trolls have no class.)
Golem: +3 Def. (Golems have no class.)

Class: 
Each class has different spells/skills that they are able to use.

Warrior - Roll the D20; this number will be your potential extra damage to deal. Roll four D6 (or one D6 four times) and if the sum of all four dice equal or exceed the number rolled on the D20, you may add the number rolled on the D20 as extra damage to your opponent. (ATTACK-PHASE ONLY.)

Thief - Start with 2 set skills:
#1: "Steal Supplies" - Take 5 health points from your enemy and add them to your health points. (ROLL 10 OR HIGHER ON D20 TO ACTIVATE. ATTACK OR DEFENSE-PHASE.)
#2: "Turn Tables" - Take half the damage your enemy deals to your health points this turn, and deal it back to them as immediate damage. (ROLL 15 OR HIGHER ON D20 TO ACTIVATE. DEFENSE-PHASE ONLY.)

Priest - Start with 2 set spells/skills:
#1: “Divine Rejuvenation aka ‘Heal Spell’” - Roll the D20 and decide if you will heal yourself for the rolled number at the expense of your next turn. After you have just healed yourself (or team), you will resume taking turns after your next defense-phase. When playing with 4+ Team Rules, your team-mate must attack and defend with their stats and effects alone while you are incapacitated. (DEFENSE-PHASE ONLY.)
#2: “Exorcism” - Deal damage equal to the number rolled on D4. (ATTACK-PHASE ONLY.)

Wizard - Start with 2 set spells/skills:
#1: "Extended Resourcefulness" - Can access all spells.
#2: "Impassable Wall Ward aka ’I’m a real wizard!’" - At the end of your defense-phase, cast a protective ward that defends you (or your team) from half the total damage that would have been taken. (DEFENSE-PHASE ONLY. MUST ROLL A 10 OR ABOVE ON D20 TO ACTIVATE. MUST WAIT ONE TURN BEFORE THIS SKILL MAY BE ACTIVATED AGAIN.)

Ranger - Start with 2 set skills:
#1: "Volley of Arrows" - Roll D20, deal half the number rolled as extra damage; rounding down on odd numbers. (ATTACK-PHASE ONLY.)
#2: "Shining Shot" - Roll the D4, deal twice the number rolled. (ATTACK-PHASE ONLY.)


Battle Mage - Start with 2 set spells/skills:
#1: "Extended Resourcefulness" - Can access all spells.
#2: "Skilled Mage" - Can re-roll once for a spell's desired effect. (ATTACK OR DEFENSE-PHASE.)

Assassin - Start with 2 set skills:
#1: "Hidden Dagger" - Bypass opponent’s defense-phase at the expense of half the total damage that would have been dealt at the end of your opponent’s defense-phase. (ATTACK-PHASE ONLY. MUST ROLL A 10 OR ABOVE ON D20 TO ACTIVATE.)
#2: "Poisoned Dagger aka 'Et tu Brute?' " - Bypass an opponent’s defense-phase completely and deal full damage. (ATTACK-PHASE ONLY. MUST ROLL A 20 ON D20 TO ACTIVATE.)

Necromancer - Start with 2 set spells/skills:
#1: "Summon Undead" - Summon the undead to do damage equal to the number you roll with the D4 +1. (ATTACK-PHASE ONLY.)
 #2: "Soul Devour" - Deal 10 spell damage, then roll D4. The number rolled on the D4 equals the amount of recharge turns you must wait before activating this spell again. (ATTACK-PHASE ONLY.)
  
Paladin - Start with 2 set spells/skills:
#1: "Divine Light: - Roll D4, if you roll 4, recover half the damage dealt to your HP that turn. (DEFENSE-PHASE ONLY.)
#2: "Divine Judgment" - Roll D4, if you roll 3 or higher, deal to your opponent half the damage dealt to your HP that turn; rounding down on odd numbers. (DEFENSE-PHASE ONLY.)

Mystic - Start with 2 set spells/skills:
#1: "All-in" - If your opponent’s Health/Hit Points are equal to or lesser than 30, roll the D4. If the number rolled is 3 or higher, your opponent loses. If the number rolled is 2 or lower, you lose. (ATTACK OR DEFENSE-PHASE.)
#2: "Quick-draw" - You and your opponent roll for 4 on the D4. The first to roll 4 gets 10 extra damage to deal to the opposing party. If neither party gets 4 on the first roll, repeat this until 4 is rolled by one party. In the event of a tie, the effect of this spell is negated. (ATTACK-PHASE ONLY.)


Lich Lord - Start with 2 set spells/skills:
#1: "Ultimate Evil" - The player who uses this spell sacrifices 10 Health/Hit Points to deal 25 points of damage to their opponent. (ATTACK OR DEFENSE-PHASE.)
#2: "Undead Army" - (Summons an army of the undead to deal a massive 15 points of damage. The opponent receiving the damage has the option to re-roll the D8 once for a higher Def., if the number rolled is not higher than their initial roll, they may keep the initial roll’s value. NOTE THAT ALL DAMAGE DEALT MUST BE RECALCULATED IF THE OPPONENT’S DEF. ROLL CHANGES. (ATTACK-PHASE ONLY.)

No comments:

Post a Comment