FreeCatFights

General Category => General Discussion about Catfights => Topic started by: Aurelie Catena on July 23, 2010, 07:56:33 PM

Title: Cyberfight with dice rolls?
Post by: Aurelie Catena on July 23, 2010, 07:56:33 PM
Hello,

There are quite a few websites that allow rolling dices for online roleplay games. Has anybody used these in cyberfights?

Or do you know of any site that is devoted to cyberfighting with a mix of roleplay and dice rolls/rules?
Title: Re: Cyberfight with dice rolls?
Post by: Aurelie Catena on July 23, 2010, 11:50:59 PM
Well. For instance, there is dice server, where you can blog your dice rolls.
The idea would be that both fighters have stats. For instance, Skill, Strength and Stamina. For each move, the two fighters roll a dice, which is added to their skill. The winner inflicts damages to the stamina of her opponent, depending on the attacker's strength.

The dices would only set the stage. We should of course describe what is going on, roleplay it.
Title: Re: Cyberfight with dice rolls?
Post by: neofiyte on July 24, 2010, 04:45:38 AM
So it would be like your fourth level wizard shoots a magic missle at the ranger?

Sorry... a little bit of my older geek days from when I was a kid
Title: Re: Cyberfight with dice rolls?
Post by: luffy316 on July 24, 2010, 07:39:03 AM
have heard of some folks doing it, and probably some official rpg systems made for wrestling out there. know a friend of mine and me worked out a boys wrestling league with some rules like that, with descriptions basically ruled by whoever rolled higher. like to think it'd come out better though if both contenders are interested in making a sexy fight from it all, working together for whatever's hottest
Title: Re: Cyberfight with dice rolls?
Post by: Aurelie Catena on July 26, 2010, 06:24:05 PM
Maybe we could devise a system here? I would be interested to hear what stats should part of it.

Here is what I propose:

Attack skill
Defence skill
Stamina
Resistance to pain
Resistance to pleasure

Title: Re: Cyberfight with dice rolls?
Post by: luffy316 on July 26, 2010, 09:39:37 PM
if i remember correctly, my friend and i wanted to keep it simple, so we had a handful of skills to choose from and six sided dies.

"Starting characters have one 4d6 skill, two 3d6 skills, three 2d6 skills and any number of 1d6 skills. 1d6 skills may be added at any time, so you'll always roll at least 1d6, regardless of what you're doing."

higher roll succeeds, based on the situation. Punching, endurance, holds, counter, whatever fits the moment best for what you're trying to do. The fighter that rolls highest basically rules this round of rp, declaring what happens according to that skill and attacking for whatever damage they feel like:
can pick your rolls between
Winner deals 1d20 damage/Loser deals 1d6 damage
Winner deals 1d6 damage/Loser deals 1 damage
Winner deals 1d6 damage/Loser deals 1d20
Winner deals 1 damage/Loser deals 1d6 damage

The loser rps too, especially if the winner declares that they do more damage than them

Hit Points would be whatever stat is closest to the idea (Toughness or Stamina, or if they lack something so specific, maybe Strength, Appetite, Athletics, Flexibility, etc). Take that stat, multiply 10 by however many dice that one gets.

that was really it, except for making up characters. Most of the ones we had were femmy teen boys, so not sure if the examples I have would be best accepted here... see what i can cook up
Title: Re: Cyberfight with dice rolls?
Post by: luffy316 on July 26, 2010, 09:50:51 PM
Let's say Anna here

(https://s4ck.com/forums/proxy.php?request=http%3A%2F%2Fsadpanda.us%2Fimages%2F176127-144S0GF.jpg&hash=d1f4cd86b01b1f1f1727ee5c3a08a5dd26e09985)

4d6 skill, two 3d6 skills, three 2d6 skills and any number of 1d6 means....

Anna
HP: 30 (based on bodyweight, for bodyslams and splashes)

Titfighting: 4d6
Bodyweight: 3d6
Smothers: 3d6
Trash Talking: 2d6
Eating: 2d6
Submissions: 2d6
Slaps: 1d6
Seduction: 1d6

throw a lot of them in there for giggles, sometimes, but that's the basic idea, i suppose.  So if she was trying a breast smother, could use her Titfighting or Smothers skill at her leisure, so roll either 4 or 3 d6 to compare. Baiting someone into a counter/trap would be Trash Talking, but only 2d6. If she won, she picked one kind of damage would be done

curious if anyone else will throw some together :3
Title: Re: Cyberfight with dice rolls?
Post by: Aurelie Catena on July 27, 2010, 01:44:04 AM
That's a very clever system indeed! It offers a lot of flexibility. I like it very much.

Let's see what my stats could be:

Agility: 4d6
Kick: 3d6
Dodging: 3d6
Hair pulling: 2d6
Feint: 2d6
Bondage: 2d6
Biting: 1d6
etc.

I have not understood how to compute the HP, though...
Title: Re: Cyberfight with dice rolls?
Post by: luffy316 on July 27, 2010, 05:19:41 AM
well it's just by best judgement on what stat closes fits your overall toughness/health. could maybe argue Agility in, as how much she can dodge since it wouldn't be much of an attacking ability, but more likely sounds like just 10 since nothing particular sounds like a toughness ability to me
Title: Re: Cyberfight with dice rolls?
Post by: Aurelie Catena on July 27, 2010, 10:28:36 AM
Ah! I understand better now. The stats should be more precise, and one of them should relate to stamina/health, otherwise you finish up with low HP. That makes sense.

Let me rephrase mine:

Kick-jumping: 4d6
Dodging: 3d6
Breaking out of hold: 3d6
Choking: 2d6
Resistance: 2d6
Binding: 2d6
Biting: 1d6
Clawing: 1d6
Hair-pulling: 1d6
Punching: 1d6
...

HP = 20 (resistance)
Title: Re: Cyberfight with dice rolls?
Post by: Aurelie Catena on July 27, 2010, 07:20:37 PM
Quote from: luffy316 on July 26, 2010, 09:39:37 PM
we had a handful of skills to choose from

Do you still have the list of those skills? That would be interesting to read.

Is anybody interested in trying this ? I'm willing to.
Title: Re: Cyberfight with dice rolls?
Post by: luffy316 on July 27, 2010, 07:50:22 PM
well didn't mean a real list, so much as the list of what abilities we had on our sheet.... however, now you've got me tempted to make one :3
Title: Re: Cyberfight with dice rolls?
Post by: Aurelie Catena on July 27, 2010, 07:52:55 PM
Glad that I have tempted you!
Title: Re: Cyberfight with dice rolls?
Post by: Aurelie Catena on July 27, 2010, 09:57:09 PM
Luffy and me gave a try at this system, and I must say it has been quite a hot fight. There was just the right amount of dice to inspire our wild roleplay. And it was always a thrill to wait for the result of the dice.

Basically, the attacker would describe an attack. Then the defender would describe a defence. Then we would roll the dice corresponding to our actions (e.g. kick vs dodge). Then the winner would roll the damage dices (the winner might be the defender). Then we both described the result of the action from the perspective of our character, using the result of the dices to guide us.

This is tremendous!
Title: Re: Cyberfight with dice rolls?
Post by: Aurelie Catena on July 28, 2010, 04:09:20 PM
After trying Luffy's system yesterday, I came up with another one which should solve some of the few shortcoming I noticed. Let me know what you think of it.

Along these rules, a cyberfight is done as usual, with the fighters describing in turn how they attack and react to attacks. However, once attack and reaction have been described (without assuming success or failure), some six-faced dices are rolled to determine who wins this round. The round winner describes the result of the action and the hit points (HP) of both fighters are adjusted if needed. The next round begins, with the attacker becoming defender and the defender, attacker.

The trick is to know how many dices to roll. To do that the attacker's and defender's action must be associated to one of the stats below.

Stats:
*****
* Attack skills: Any offensive action that requires some trained skill: kicking, boxing, punching, wrestling, etc.

* Defence skills: Any defensive move that requires skill or agility: parrying, dodging, contorting out of a hold, etc.

* Body weight: Any action based on momentum or weight: stomping, trampling, bouncing on, rushing, crushing against something, pinning down, etc.

*Strength: Any action based mostly on physical strength: lifting, clutching, forcing, holding, etc.

*Speed: Any action relying on speed to succeed: running/rolling/crawling away, running after, etc.

* Resistance: Actions based on physical resistance: resistance to exhaustion, to choking, to pain, to sexual stimulation, to tickling, etc. This is also the stat that defines the initial number of hit points (HP).

Fighter creation
************
A fighter is defined by a score in each of these stats. Each stat has a minimum of 1 point. A number of additional points can be added. The number may either be the same for the two fighters, or be different, to reflect a difference of training, etc. By default, 5 points can be added.

The score determines the number of dices that are rolled when an action is performed. Moreover, the HP are equal to 10 times the Resistance score.

Damages
*******
An attack usually results in one of the fighter to be hit and losing some number of HP. This number is determined by the difference between the dice rolls. If the difference is zero, then no HP have been lost. It may very well happen that the defender wins the round and thus inflict damages to the attacker. It will be the role of the defender to describe how it happened (it might be that the attacker wounded herself, or fell, or the defender counter-attacked. This is all up to the defender).

Resting, recovering HP
*****************
If a fighter wants to take some rest to regain HP (recover her breath, regain composure, calm down, lower her sexual level, etc.), she must succeed in getting momentarily out of reach of her opponent. This will usually be done by means of a Speed-based action, but other cases might occur. Anyway, in her description of the action, she says that she tries to escape from her opponent to rest. In that case, a success of the dice roll means that the difference between the dice sums will be added to her HP instead of being subtracted from her opponent's HP. If she fails, then the "defender" will have succeeded in preventing her from escaping while inflicting her some damages.

Victory
*****
As soon as a fighter's HP reach 0 or below, she cannot fight any longer. This means she cannot try and recover HP (unless agreed otherwise). She is at the mercy of her opponent. This means that she is KO, or too exhausted to fight, or orgasming in repetition, or too battered to move, etc.

Example
******
Here are two fighters, given 5 stat points:
Felina's stats: Attack: 3, Defence: 2, Weight: 1, Strength: 1, Speed: 2, Resistance: 2. HP: 20
Musclora's stats: Attack: 1, Defence: 1, Weight: 2, Strength: 3, Speed: 1, Resistance: 3. HP: 30

* Felina (Attacker): (HP20) I circle you at a prudent distance, my eyes narrowed into a slit as I observe your moves, trying to gauge your strengths and weaknesses. "I'm going to like the noise your heavy body is going to do when you fall down!". Suddenly, after I have getting imperceptibly closer from you, I jump towards you, my right leg pointing at you like a lance, trying to kick you in your breasts. yt

* Musclora (Defender): (HP30) I'm standing my ground, turning as you circle me so as to keep facing you, answering your mockery with a disdainful grin. As you attack me, I stand fast and try to grab your foot before it hits me. yt

At this point both players roll their dice to determine the outcome of this action. Felina rolls 3 dices (Attack=3) while Musclora rolls 1 dice (Defence=1).
Let's assume Felina gets 10 and Musclora 4. Felina wins the action, causing Musclora to lose 10-4=6 HP, bringing her to HP=30-6=24. Felina gets to describe the outcome:

* Felina (action winner): My toes, rigid as a point of steel, crush your right breast against your ribs and the momentum makes you fall backward. I land on my feet and get ready for the next action. "Is the dust to your taste? Would you want some more?" I mock you, towering above you. yt

It is now Musclora's turn to attack. She starts by describing what has just happened to her and then goes with her own attack:

* Musclora (Attacker): (HP24) I grunt as your kick seems to cause my breast to explode. Holding my aching boob, I lose my balance and fall over, landing on my butt. Seeing that you are so close to me, I sweep my right leg in a wide arc, trying to kick your lower legs aside. "Want to taste the dust? Just come to me, slut!". yt

* Felina (Defender): (HP20) I try to jump in the air to avoid your kick while staying close enough for a counter-attack. yt

Musclora rolls 1 dice (Attack=1) and get 5, while Felina rolls 2 dices (Defence) and gets 7. Felina wins the action, inflicting a 7-5=2 HP loss to Musclora.

* Felina (action winner): I dodge easily your slow kick and as I land, I immediately kick the back of your knee in punishment. yt

* Musclora (action loser): (HP22) "Ayeeeee!" I hold my wounded knee, while cursing you.

It's again Felina's turn to attack.

* Felina (Attacker): (HP20) I make one more step towards you and direct a powerful kick, aimed at your crotch, which you are so shamelessly displaying to the audience. yt

* Musclora (Defender): (HP22) Seing you bracing for the kill, I try to crawl backwards on my butt as far as I can and get some time to recover from the pain. yt

Felina rolls 3 dices and gets 5, while Musclora rolls 1 dice (Speed=1) and gets 6. Musclora regains 6-5=1 HP, but inflicting no damage. She could also have described that she wanted to flee while fighting, in which case she would have inflicted 1 HP damage and regaining none. Musclora describes the outcome and then, as it is her turn to attack, describes her move.

* Musclora (action winner and attacker): (HP23) I manage to crawl very fast, narrowly feeling the swish of your kick as it misses me. I get to a safe distance and stand up, having regained some composure. "Now, you are mine, bitch!" With that, bending forward a little, I rush at you, trying to shove my shoulder into your belly. yt

* Felina (Defender): (HP20) I laugh at your brute-force attack and try to step aside to let you pass by me. yt

Musclora rolls 3 dices (Strength=3), getting a 15, while Felina rolls 2 dices (Defence=2) getting a 3. Felina loses 15-3=12 HP.

* Musclora (action winner): Too confident, you wait too long to react to my attack and I plunge my shoulder into your soft belly, causing you to double over. I throw you to ground, coughing and sit down onto your belly, pinning you on the ground. yt

* Felina (action loser and attacker): (HP8) I double over your shoulder, spitting my lungs out, winded. As you throw me in the sand, I land on my back, half-stunned by the violence of the impact and you easily sit down on me. Not wanting to leave you time to settle down, I try to arch my body upwards to push you off me. yt

* Musclora (Defender): (HP23) I try to keep my balance, spreading my legs to resist your jerking and struggling between my muscular thighs. yt

Felina rolls 1 dice (Strenght=1) and gets 3, while Musclora rolls 3 dices (Weight=3) and gets 12, causing 12-3=9 HP of damages to Felina. This brings the poor girl's HP to 8-9=-1, killing the fight out of her.

* Musclora (action winner): (HP23) I smile as your pitiful attempts to twist and buck under my butt do little more than getting me agreeable sensations around my crotch. Finally, bored by your worm-like struggles, I lift my butt and land it hard onto your belly. Then once more, and yet another time, until I see you vomiting bile out of your grimacing mouth. yt

* Felina (action loser, losing the whole fight): (HP-1) I let out a loud scream of agony as your first butt-stomping crushes my stomach and winds me. The two next stomps cannot pull any more screams out of my empty lungs, but cause more damage, making me puke bile and saliva all over my chin and chest, my eyes bulging out my skull, my fingers clawing in vain your strong thighs. Totally broken, I remain on my back, between your strong legs, unable to move or twitch. "You... won..." I manage to whisper, defeated.
Title: Re: Cyberfight with dice rolls?
Post by: Aurelie Catena on July 28, 2010, 07:57:04 PM
A rule that came up to my mind after I had posted the above message is this one:

Whenever a fighter inflicts damage, she adds her (Strength-1) score to the damage.

This should make Strength more attractive and better balanced.
Title: Re: Cyberfight with dice rolls?
Post by: JT Edson on July 31, 2010, 01:45:35 PM
I just started reading your entries. Does anyone know if there is a roleplaying game(ie. like Dungeons and Dragons/ Champions/ Etc.) with dice for catfighting (hairpulling/ scratching/etc.)?

Realy, just looking for the rules and how to do it.

Thanks,

JT
Title: Re: Cyberfight with dice rolls?
Post by: soulwolf on August 04, 2010, 02:03:52 AM
You could always use D&D actually.  Scratches would probably fall under slashing damage and hair pulling and similar maneuvers would fall under grappling.  I was actually asked about this by a friend and ran it by another friend really into D&D.  Unfortunately, my pc with the logs is currently messed up, in the process of fixing it, so i can't post it.

I find it funny that I see this here, as me and a few friends have given thought to doing our own system.  No idea if we will, but we thought of it.

On one last note, I do like the system idea you posted there.  It sounds pretty interesting.
Title: Re: Cyberfight with dice rolls?
Post by: Aurelie Catena on August 05, 2010, 01:16:39 PM
This system can be played over a dice blog, like this one: https://dicelog.com/logdice

Send me an e-mail if you would like to fight me with this system.
Title: Re: Cyberfight with dice rolls?
Post by: Aurelie Catena on August 06, 2010, 06:25:11 PM
Quote from: DarkLynx
Hi Aurelie,

I really like your "cyberfight with dice roll" concept.  I would like to give it a whirl some time in the future, but reading through your rules and the example fight made me think of possible concerns from a balancing point of view.

First thing that came to mind was that there was no limit on how many points one can place in a stat category (other than the default 5 points allotted for distribution).  I can see someone—just for the sake of winning and being a poor sport—placing all five points in a stat such as Strength.  Sure, his/her character will only have 10 hp, but if he/she chooses to use the strength attribute, that's six different dice rolls, with a rare chance of dealing 35 points of damage in one turn (rolling all sixes and the opponent rolls a 1 with one die roll) or more (with the addition of Strength – 1 to damage that you added to the rule at a later point).  There is also no limitation on how often the player can use that stat's attack.  A person may end up doing a Str attack over and over and over, just modifying the description of his/her write-up to allow for such situation.

This kinda leads me to my main concern: that there is too much potential for dealing high damage that it feels like it either pigeonholes a player to create a character with high health or high number of stats in other attributes to have a fighting chance in a shootout.  A situation that shows the potential for high damage happened in your example when Musclora dealt 12 points of damage in one turn to Felina—taking away 60% of her health.

I want to present a possible solution to this just for discussion's sake.  Let me know what you think.

First, that there is a cap to how many points can be allotted into a stat.  In the case of the default 5 points for distribution scenario, maybe a stat can only be raised up to a value of 3?

Additionally, that the HP given by Resistance stat be raised just slightly to compensate for the high damage output (which I will present an alternative to shortly).  Maybe 11 or 12 HP per resistance points?

The previous two were just slight tweaks, the following is a suggested overhaul that will mostly generate the most 'boo'ing for since it diverts away from the D&D roots that your original rules had.

The relationship between the stats and the number of dice to roll stays the same as the original rules.  But instead of adding the numbers together, what I was thinking of was to have the players only count the highest roll.  So, for example, let's say Musclora is attacking and Felina is defending.  Musclora is using her strength attribute (3 dice) and Felina is using her defense attribute (2 dice).  Musclora rolls a 2, a 3, and a 6 while Felina rolls a 3 and a 4.  Musclora wins the encounter because her highest (6) is higher than Felina's highest roll (4).  A subtraction between the highest rolls occur (6 – 4), and the stat number of the attack is added (in the case of this example, Musclora's strength stat of 3) for a total of 5 points of damage.  In the case of a draw where both players have the same value for their highest roll, they exchange the damage to each other equal to the amount that their chosen stat is.

Let us have another example.  Felina is attacking and Musclora is defending.  Felina is using her Attack stat (giving her 3 dice rolls because the stat is 3) and Musclora is using her Defense stat (giving her 1 dice roll because the stat is 1).  Felina rolls a 1, 2, and 5 while Musclora rolls a 5.  Because they tie, the damage they inflict to each other is 3 damage to Musclora from Felina, 1 damage to Felina from Musclora.  Or if Musclora was doing a healing defense, then only 2 damage to Musclora from Felina (3-1).

I was also thinking of a squash scenario, where if the spread between the rolls of the attacker and defender was 5 (as in attacker rolls a 6 and defender rolls a 1), the attacker is given another 'attack' turn as an advantage.  This is more in line of thinking of adding another possible twist to the cyberfighting description writing by breaking the I attack, you attack, I attack, you attack rhythm.  Once the second attack turn is done, the defending char will then have an attack turn.  Most likely there needs to be a hard cap so that the advantage can only happen one time consecutively so that there isn't a situation where the attacker is able to take the attacking role again and again and again due to the luck of his/her roll.  If it is the defender that squashes the attacker... hmm.....  Maybe this paragraph can be put in the backburner as a low priority...

As a last thing, I wanted to present the idea of making it so that if the player uses a stat category, then that stat cannot be used for a turn or two.  This is just so that someone can't just go 'attack, attack, attack, attack, attack'.  If it was just one turn limitation, then the situation becomes 'strength, defense, strength, defense, strength, defense...' so I was thinking maybe two turns recovery time for being able to use that stat.  So a situation such as 'strength, defense, attack, speed, strength, resistance, weight, defense'.  It would require the player to come up with different description for the situation that he/she is in during the cyberfight,  but I guess I would rather see variety than seeing 'and I did a haymaker, and I did a haymaker, and I did a haymaker'...  haha.  Course at that point, it's not the dice roll system's fault, but more that the other player is unimaginative and boring.

Well, sorry for the wall of text!  I guess I wanted to provide some food for thought since your rules and examples gave me food for thought. =p

P.S.  I feel that even with the modification to the rule I presented, the player will feel they NEED to put at least a point into resistance in order to have a good enough cushion of health.  I wonder if it would be better if the first point of resistance (the default amount) gave a higher amount of health than the subsequent addition of stat points in order to alleviate the feeling of being forced to put a point into that stat (such as, 1st point = 16, 2nd point = 22, 3rd point = 28 just for example's sake).

-DarkLynx

Hello Dark Lynx!

Thanks for all these ideas. There is a lot of truth in what you say, and I'm glad we can discuss it to improve the system.

My goal was to keep the system as simple as possible, and avoid the need to keep in mind a lot of variables. I strongly believe that cyberfight is more about roleplay than chance, and it seems to me that too complex rules would distract the players from the fun of roleplay.

As for putting all one's points into one skill, I would say "why not?". The trade-of might be enough to make this character weak in other crucial skills. And after all, roleplay can bring variety , even in the use of one single skill. There are many different ways of using one's strength, or attack skill.

Also, keep in mind that winning 36 to 1 would be a very rare event. It would be an instant, crushing victory but so rare that it would become a legend. I believe I've heard of a boxer winning a match in a matter of seconds. So, such things may happen even in real life.

But you are right. We must put a limit. Rolling six dices makes you totally safe against someone rolling only one. So, the limit could be around 4 or 5 dices.

Also, I agree that there is a strong risk to be tempted to use always the same skill in a fight, and so, to overload this special skill with dices at the character creation. This is something I encountered in my fight. I eventually lost because I was tired of using always my best skill and tried another one. A fateful choice.

How to prevent that? Your solution is one possibility, although it feels a little artificial. And it would only force players to switch between two skills. What about introducing a tiredness/experience system. Basically, in a real fight, you would not use always the same attack because 1) it would get too well-known from your opponent to be of any effect, 2) the muscles used in that attack would tire. One way to introduce that in the system could be done by adding an exhaustion point to a skill whenever you use it. And whenever you use a skill, you roll SKILL dices and then remove from the result the number of exhaustion points you have for that skill. Accordingly, it would get less and less efficient to use a particular skill.

Increasing the number of HP per Resistance point seems a good idea too. It might not be needed if we introduce the exhaustion system, as attacks will become less and less effective as the fight goes. And there is always the possibility to rest and regain HP. This is something that would be best defined by trial fights. Same for the decreasing amount of HP per Resistance point. Should be tested, although I'm not sure it's worth the complication.

However, I don't like too much your idea of keeping the highest of the dices in a roll. It seems to me that it would lead to too many ties, which ruins the effect. I think it is more realistic, more fun and more spectacular to have only one opponent receiving damages per turn.

I very much like your idea of allowing multiple attacks. As you say, that would break the routine of the turns. Maybe we could say that a secondary attack is accorder when the smallest dice of the attacker is greater than the highest defender's dice. This rule is valid only if the attacker rolls more than one dice, and it is not valid for the defender.

I would be very glad to test these rules with you (or anybody else, by the way).
Title: Re: Cyberfight with dice rolls?
Post by: Aurelie Catena on August 06, 2010, 06:28:38 PM
Quote from: DarkLynx on August 06, 2010, 06:03:55 PM
Hi Aurelie!

True, it definitely doesn't help the cyberfight if the system gets ridiculously complex.  If only a person could make a program so that all of the complications are dealt with in the background!

Now that you mention it, the possibilities of a tie would be greater with the highest roll system that I proposed.  Hmm...

The tiredness / experience system sounds like a good idea.  Would the attack deal 0 damage if the exhaustion point is higher than the dice roll? 

Would the exhaustion system affect defense and resistance stats?

Can one use an attack skill for defense? Like going for a cross-counter during an attacker's attempted punch?  Or does that use the defense skill?

Do you do your cyberfights over e-mail / messages or over IM / chat?

-Darklynx

Lynx,

I'm going to answer this directly here, to keep it in the archives and allow other peoples to benefit and contribute.

The tiredness / experience system sounds like a good idea.  Would the attack deal 0 damage if the exhaustion point is higher than the dice roll?

I think we should allow for a minimum of 1 HP of damage, in case of any successful roll.

Would the exhaustion system affect defense and resistance stats?

Yes, it should. Otherwise, peoples would overload their defence skills and the fights would turn to fighters circling each other, waiting to be attacked... Not very interesting.

Can one use an attack skill for defense? Like going for a cross-counter during an attacker's attempted punch?  Or does that use the defense skill?

Attack is for attack, Defense is for defense. However, Strength or Weight can be used both ways, although not directly from afar, usually, but only after the two fighters are wrestling in close-contact.

Do you do your cyberfights over e-mail / messages or over IM / chat?

I do both. But it is more difficult to find me on IM as I am not so often connected for long enough. This kind of fight could be played on the Dice blogger I suggest in a previous message.
Title: Re: Cyberfight with dice rolls?
Post by: Wrestlerjunkee on November 20, 2011, 08:23:54 PM
That is kinda awesome.  This does not allow supering in any manner since dice rolls determine the outcome.  I am interested in this!
Title: Re: Cyberfight with dice rolls?
Post by: RedEnforcer on November 20, 2011, 09:12:58 PM
This does really sound like a fun system to use. I'd love to try this out.
Title: Re: Cyberfight with dice rolls?
Post by: Nutmeg on November 20, 2011, 10:58:54 PM
Quote from: Wrestlerjunkee on November 20, 2011, 08:23:54 PM
That is kinda awesome.  This does not allow supering in any manner since dice rolls determine the outcome.  I am interested in this!

Doesn't it actually legitimize supering since it is supported by a dice roll? If the dice roll supports it I can claim to pick you up and twirl your 200 lb plus body over my head like a pizza. What using an RPG style system does it moves the supering from the action of the match to the wrestler creation stage.

Namely you better make sure you agree with everyone's character sheets before a fight. Don't be shocked if all the real life fight experience of people suddenly increases to justify better stats. Stuff like "I pumped up my stats since I was trained by US special forces and the SAS. And despite weighing 100 lbs I can press 300 lbs"

The thing to recall in a system like this is that they are usually done with a gamesmaster making rulings to prevent stuff like that Without that you are back to the same negotiation based system of roleplay that you have in a diceless system. If the response is "well the peoplle I fight would never do something like that" then why worry about supering :)

My experience using dice based systems is it makes people lazy. The focus isn't on good description, its on making good rolls or using the rules system to gain an advantage. And having a bed run on dice usually doens't make people have fun, it tends to piss them off and leaves them feeling cheated. And the reason is people can win because of dumb luck with no skill, stupid tactics and the inability of do more than a one line post. Now you can say you can add rules to eliminate that but in that case aren't you just putting in the same or more effort than you would finding a good cyber opponent already? I can say I have more fun at times using the cyberfight combat than I have in years of D&D.


Title: Re: Cyberfight with dice rolls?
Post by: Wrestlerjunkee on November 20, 2011, 11:50:30 PM
Quote from: nutmeg78 on November 20, 2011, 10:58:54 PM
Quote from: Wrestlerjunkee on November 20, 2011, 08:23:54 PM
That is kinda awesome.  This does not allow supering in any manner since dice rolls determine the outcome.  I am interested in this!

Doesn't it actually legitimize supering since it is supported by a dice roll? If the dice roll supports it I can claim to pick you up and twirl your 200 lb plus body over my head like a pizza. What using an RPG style system does it moves the supering from the action of the match to the wrestler creation stage.

Namely you better make sure you agree with everyone's character sheets before a fight. Don't be shocked if all the real life fight experience of people suddenly increases to justify better stats. Stuff like "I pumped up my stats since I was trained by US special forces and the SAS. And despite weighing 100 lbs I can press 300 lbs"

The thing to recall in a system like this is that they are usually done with a gamesmaster making rulings to prevent stuff like that Without that you are back to the same negotiation based system of roleplay that you have in a diceless system. If the response is "well the peoplle I fight would never do something like that" then why worry about supering :)

My experience using dice based systems is it makes people lazy. The focus isn't on good description, its on making good rolls or using the rules system to gain an advantage. And having a bed run on dice usually doens't make people have fun, it tends to piss them off and leaves them feeling cheated. And the reason is people can win because of dumb luck with no skill, stupid tactics and the inability of do more than a one line post. Now you can say you can add rules to eliminate that but in that case aren't you just putting in the same or more effort than you would finding a good cyber opponent already? I can say I have more fun at times using the cyberfight combat than I have in years of D&D.




Very true Meg
Title: Re: Cyberfight with dice rolls?
Post by: DottiD on December 01, 2011, 04:45:42 PM
When i was on aol there was a way to use dice in their private chat rooms that 2 could make for themselves..any way you simply typed in the main rooms message box //roll and dice numbers appeared...that said the way we did it was we acted out a normal cyber but any move tha twas considered a move that could hurt..slow..or be a mutual hold and one or other would gain advantage in was a roll move..example..."i step in and grab your hair pull head back stretch your b=neck" yt..her response..aghhh i grab your hair and yank your head back as we balance one about to be pulled down"..yt then we each say on 3 roll ..you type //roll and each of us gets a number based on dice roll higher number wins..it gives more of a undetermined anything can happen feel like in real life
Title: Re: Cyberfight with dice rolls?
Post by: HB on December 01, 2011, 04:55:56 PM
Quote from: DottiD on December 01, 2011, 04:45:42 PM
When i was on aol there was a way to use dice in their private chat rooms that 2 could make for themselves..any way you simply typed in the main rooms message box //roll and dice numbers appeared...that said the way we did it was we acted out a normal cyber but any move tha twas considered a move that could hurt..slow..or be a mutual hold and one or other would gain advantage in was a roll move..example..."i step in and grab your hair pull head back stretch your b=neck" yt..her response..aghhh i grab your hair and yank your head back as we balance one about to be pulled down"..yt then we each say on 3 roll ..you type //roll and each of us gets a number based on dice roll higher number wins..it gives more of a undetermined anything can happen feel like in real life

It was an odd concept first time I saw it, but someone here invited me to watch one of their dice roll fights recently and it was surprisingly good, they used the die rolls for damage and impact etc, so it was random but seemed fair enough and everyone had a good time.

Not sure its for everyone, but like Dotti said, a normal cyber using the dice for damage etc; can keep things fair. At least the example I witnessed.
Title: Re: Cyberfight with dice rolls?
Post by: A_J 2012 on December 04, 2011, 02:16:04 AM
HMmmm..sounds interesting