Guide:Roll combat

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A basic introduction to roll duels

Roll combat is a system of fighting used here on Conquest in placement of actual duels done via flags and all that. The reason we do this is to provide an even fight between all characters, thus giving low and high levels alike the opportunity to step into the arena.


As we all know, it isnt all love and hippies here on CotH. People want to seee blood and violence, the clash of steel and iron, Swords and...shovels? Anyway you get my point, theres fighting, a lot of it. So I wrote the following guide not to go into super-specifics or to provide every little dime and detail, but to provide you with enough information that you might beat someone's face in at the good 'ol arena.


To start

To start both participants start with 5 to 10 hitpoints per combatant.

Both will roll to see who starts off (Called the initiative roll):

Sareen rolls 43 (1-100)

Mickey rolls 75 (1-100)

Mortal Combat!

Attacking

Once the initiative roll is decided, the winner of the initiative will attack first. If the attacking roll is higher than the defending roll, then the attack will hit.

Example:

"Mickey sends out a blast of arcane magic in the area surrounding him."

Mickey rolls 98 (1-100)

Sareen rolls 3 (1-100)

"Sareen is hit heavily by the blast and is knocked back"


Defending

Once the initiative roll is decided, the loser of the initiative will defend from the attacker. If the Defending roll is higher than the attacking roll, you will sucessfuly block/parry/absorb/resist/ect... The attack.


Example:

"Mickey sends out a bolt of arcane energy."

Mickey rolls 40 (1-100)

Sareen rolls 53 (1-100)

"Sareen makes no effort to dodge the bolt , but instead braces herself and resists that attack."

Just when you thought you won...

Critical hits

Now the fun part, critical hits! While this is an optional part of roll combat, most fighters use crits. The Attacker will criticaly hit if the Attacking roll is greater than the Defending roll by atleast 50.

By Crit'ing You do double damage to the opponent. Meaning if you would normally hit 1 your attack would hit 2.


Retaliation

On the other side of things, we have retaliations. Another optional part of Duels, it is usually not used in duels but for the rare occasion it is, I'll put this part in. When the defending roll is Greater than the attacking roll by atleast 50, it is a retaliation.

By retaliating not only do you negate the damage done to you but you also gain the ability to attack your opponent back! Meaning if you sucessfuly retaliated you would get a retaliaion attack, and then a normal attack.

Notes

Please be aware that there might be some extra rules that come into effect depending on where you fight. While its difficult to list them all because there enforced so rarely ICly but I will give this as an example.

The guards of the Rachet arena nor do the fight organizers appriciate the use of ranged weapons (Crossbows, bows, guns, ect...) because of the chance of the crowd being hit by a stray bullet or arrow.