Post by Head Moderator on May 9, 2015 1:44:14 GMT -5
Experience Points
Mass Spar - Win = 1XP x Number of Opponents*
Mass Spar - Lose = 2XP
Proctor = 2XP
*So if you are in a spar with 3 other people, and you win, you get 3XP. Do not count yourself as one of your opponents.
Log Requirements
Send Mass Spar logs to the Activity Moderator for validation and credit.
Your roleplay must be at least a full and complete sentence. We will not give credit for -he punches him in the face- and that type of roleplay that only tells us you are out for the XP and do not care about story development.
You will gain 1 Win for Ribbons for winning a mass spar, with the following exception: remember our "Fair Fighting" Rule, you may earn XP for fighting those lower ranked than you but if every person in the mass spar is more than 1 gemstone below you, you do not gain a "win" for earning Ribbons.
Training Spars
- You will use your rank dice.
- Life is half your dice + your Endurance Trait bonus + Willpower Trait Bonus. No special skills, loot, etc.
- You may decide to have a purely hand-to-hand spar if you wish. Otherwise, hand-to-hand, weapons, and magic can be used.
- No Class or Profession Bonus, Skills, Regged Spells, Loot, Etc. during training spars. EXCEPT Innate skills such as Hit Point Altering skills.
- If weapons are allowed they will be "training" versions of your armor and weapons (meaning armor is just padded and grants no defensive boost, weapons are wooden or blunted and allow no weapon damage rolls).
- Add your Quickness to your Initiative Roll as usual.
- You may add your Strength (melee) or Quickness (ranged) or Intelligence (magic) bonus to your roll.
- Damage in a training spar is non-lethal. You will walk away with bumps and bruises but nothing major.
- If you roll a Crit Hit (20), it is treated simply as an auto-hit regardless of opponent's DC.
- If you roll a Crit Fail (1), it is treated as an auto-miss, no need to roll anything else.
The Beginning
- Always log your mass spars, so that they can be sent in for XP credit.
- The proctor states:
OH Mass Spar - State rank, name, combat dice, hit points & Defense DC.- Roll 1d20 initiative
- Proctor should keep up with all player's defense DC so you know if it is a hit or miss.
Hit Points = Half your Dice + Endurance Trait Bonus + Willpower Trait Bonus
Defense DC = 10 + Quickness Trait Bonus
Strike = Your Quickness Bonus + 1d20 roll
How-To Fighting
- Roleplay your attack.
- Roll your d20 to see if you hit, add your Quickness Bonus for Strike..
- State the final number.
- Proctor states if HIT or MISS.
- If your Strike is lower, you miss. End of turn.
- If your Strike is higher, you hit them.
- If you hit your target, roll your combat dice.
- Add your Strength (melee) or Quickness (ranged) or Intelligence (magic) bonus to your roll.
- State the end number of your roll + Trait Bonus for Proctor.
Sample Headers
Mass Training Spar
OH Mass Spar
State: Name, Rank, Dice, HP, Def DC
As this is a Mass Training Spar, no skills, armor, weapon rolls, loot, class bonuses, etc., are allowed.
Only your Traits will have an effect here.
Hand to Hand, Training Weapons, Magic allowed.
This is a nonlethal match.