Course One Training Packet
Basic Fighting Techniques for 2D20 combat
TERMS USED IN THESE COURSE PACKETS RWC - (Rhy'Din War Council) The governing body of the guild forum of which SiN is a member. We follow the rules and conventions dictated by this governing body. I strongly suggest that you take time to read the RWC Conventions if you have not already done so, they can be found at any time at RWC Conventions. There are things in there you may never have to use, but there are also many things in it which will greatly simplify your life in an RWC affiliated guild. TM - (Text Manipulation) The actual or attempted influence of a combat match through the use of nonstandard dice rolling strings, or programs (see PROGGIE below) that manipulate the text that appears in a chat room, or the numbers that are output by the RNG (Random Number Generator) which produces the dice rolls during combat. The methods that are employed in TMing vary from the primitive and easily spotted to the highly sophisticated and very hard to spot. A brief example of easily spotted attempts at TMing, and what to do if you think a more sophisticated attempt to TM was used, will be given in the following training packets. For more information on the penalties for TMing go to RWC Conventions. PROGGIE - Any program that is used in addition to the AOL software. The only Programs which are legal for use in RWC at this time are the AOL Dice Roller which can be found at KW: Dice, and PowerTools for AOL by BPS Software, which can be found at KW: BPS. Use of any other programs during an RWC combat match will be considered as an attempt to TM, and dealt with as per RWC regulations. REZZ - (Resurrection) A REZZ occurs when a character has been killed, and is then brought back to life. A REZZ (according to RWC rules) can only be performed by a High Priest or High Priestess, and the attempt must be made between 1 and 4 days of death, and only one attempt may be made per person. More detail on REZZ's will be found in the following training packets. HM - (Honor Match) A Non-RWC match in which the combatants fight to resolve a point of honor, such as a slight to their person, or some other perceived wrong. HM's are fought for personal reasons, and are not an RWC sanctioned type of combat. While you will not be killed if you lose an HM, you may find that you wished you had been if you do not carefully state the terms of the match before fighting. Always try to make sure that the terms and times therein are of a reasonable nature, I.e., stating that the loser cannot be in the realms (online) for 6 months would be unreasonable, whereas 1 week and able to check mail by Flash Sessions would be more acceptable. Never agree to terms that you feel you cannot live up to, and NEVER EVER agree to terms which will affect SiN in a negative manner. Think it through, get help if you need it, and refuse to fight if equitable terms cannot be agreed upon. Remember you are not a loner anymore, you have a "family" to consider when making such important decisions now. SM - (Slave Match) A Non-RWC match in which the combatants fight for dominance or ownership of each other. This is a match that is fought strictly for personal reasons, and is not sanctioned by the RWC. The loser (slave) must generally follow the orders of the winner (master) within the boundaries of the agreed upon terms of the match. Great care must be taken when stating the terms of an SM, for even though your character is not killed outright in the match, the orders given to the "slave" by the "master" after the match can lead to death. Never agree to terms that will allow your character to be forced to fight a DM, or that allow you to be killed in the "master's" place if he/she loses a DM. Never accept terms with open ended time frames, always make sure that the length of bondage is reasonable. Never Ever accept terms that would require you to divulge Guild information, or in any way compromise the safety of the guild or any of it's allies. In short always use good common sense in your choice of terms. POW - (Prisoner of War Match) An RWC sanctioned match in which the combatants fight to capture their opponent during an RWC Combat. The loser of a POW match must state in his/her profile that they are a prisoner of the winner's Guild (I.e, POW to SiN must appear in the profile). The loser will remain a captive of that Guild, and continue to show POW status in their profile until the end of the war, or they succeed in escaping (see JB). While a prisoner, the character may not participate in further guild combat or healing until the end of the current war, a POW'd character may however proctor matches if they wish to, providing that they are qualified to do so. JB- (Jail Break) An RWC sanctioned match in which the POW (prisoner) attempts to escape from the guild which captured them. A Jail Break may be made 4 days (96 hrs) after the date of capture. A successful attempt means that the prisoner has somehow eluded or over powered their captors and made good their escape. The character is now free to participate in the war again. If the attempt is unsuccessful the prisoner is caught while trying to escape, and must remain a POW for another 4 days (96 hrs) at which time another Jail Break may be attempted. DM - (Death Match - RWC) A match in which the combatants fight to the "death". In an RWC combat "death" is temporary, there is no SN deletion. A "death" in an RWC war match means only that the character who loses the match loses all of their RWC Rank Points, and may not participate in further guild combat or healing until the end of the current war, or until they have been REZZ'd. A "Dead" character may however proctor matches if they wish to, providing that they are qualified to do so. DM - (Death Match - Non RWC) If a DM is fought outside of Guild sanctioned events (I.e., your character is in the Rough and Tumble Tavern on their own time, and decides they are going to fight Joe Schmoe to the death), normally unless the terms of the match allow for a REZZ the looser must delete their SN... this means that the character is gone forever. It is for this reason that DM's outside of guild wars are discouraged, and should be fought only with the permission of your Guild Commander(s). If you find that you must fight, then try to get the match changed to an HM, or a SM where the terms can be limited in both their duration and severity. If a DM is still unavoidable, then at least try to get REZZ rights given to SiN in the terms of the match and if you can't get it to SiN and you have an impartial proctor try to get the Rezz granted to the proctor. AA - (Assassination Attempt) A match in which one combatant (The Assassin) tries to kill or capture by any means possible (within RWC AA guidelines) the other combatant (The Target). AA's are a very specialized form of attack, they have very specific rules that must be followed precisely to avoid invalidating the attempt. More concerning AA's can be found in the following course packets. Non RWC DM's, HM's, and SM's should be conducted in the following manner:1) A proctor should be in attendance. The proctor will log the match, and keep score for the combatants. 2) At least one witness from both sides should be in attendance. 3) You use the following terms for these matches: A) 2D20 to __ (20 for a DM, to 15 for an HM or SM) No selfies or instant death (This is when you roll a 1, it can count against you in a match so always state "No Selfies" Also double 20's are sometimes used to indicate instant death) B) 1 minute action rule, meaning you have one minute to make your move. C) 10 minute punt rule, for when the AOL gods knock you off line. You have 10 minutes to return or you have lost the match. Optional Suggestions for Match Terms: 1. In a DM state who holds REZZ rights if any, if you lose a DM you are listed as dead within Rhy'Din and need to start over with a new character. If REZZ rights are granted it lets you continue playing under that SN. Its a rebirth. We suggest you state the following: "REZZ rights to SiN" 2. In an SM or HM state that there is to be no killing of any kind, to include: a) Being killed in winner's stead. b) Being killed by winner. c) Winner asking loser to kill oneself. d) No killing or dying for winner period. 3. No involvement in guild affairs by winner. Thus the winner can't ask you to: a) Spy on or hand over guild information. b) Cause internal problems with other Guild members. c) Resign from the Guild. 4. State a reasonable length of time for the Terms and Restrictions of your SM or HM to last. (I.e., one mun month, three mun weeks, etc.) 5. Additional terms may be set by both fighters as long as they are mutually agreed upon before the match begins. Remember to use common sense and caution when setting the terms for any match, a poorly worded term can mean big problems later. And most importantly, never accept a term that you are not willing to carry out if you lose. 6. Remember, all matches are to be conducted with the utmost honor. You represent the Guild of SiN in all that you do. If you fight with honor and respect, and accept the outcome with dignity, then you have shown all of Rhy'Din that win or lose, the members if SiN are the best there is! RWC santioned DM, POW, and JB matches are to be conducted as follows:1) A proctor must be in attendance. The proctor will log the match, and submit it to the War Mailing String. If either combatant wants to protest the match, or if the Proctor suspects that something is not right about the match, the log will be forwarded to the Wardens for TM checking BY the WC or WWC. 2) The proctor will state the terms of the match. 3) The proctor will clearly state "Do you agree and understand these terms?". Once fighters accept the terms. 4) The proctor will ask each combatant to state their Name, Rank, Guild, Weapon (guild dice), and whether they are currently "Dead" or a POW in any RWC war. 5) After they have stated those things they wall call for healers for both sides to state the same. 6) Once healers have stated and are accepted. INIT (Initiative) will be called. INIT is the roll which determines who hits first in the match, and is determined by each combatant rolling 1d6. The combatant with the highest INIT roll gets to strike first. 4) Next the proctor will begin the actual match. Dice rolling: There are three variations of the dice string that are legal for use in an RWC match, these are //roll-diceX-sidesY or //roll-sidesY-diceX or //roll-sidesY where X=Number of dice to be rolled, and Y=The number of sides on each dice. (If you leave the -diceX out of the string, the RNG will automatically roll 2 dice) Hit Tables:
2d20 Combat Healing
01-07 = 0 heals
The total number of heals is then subtracted from opponents score. Below you will find an excerpt of a mock RWC Warrior DM, and a description of what is happening.: Rue Dragonsblood: Prepare to fight ((roll INIT)) Both combatants now roll 1d6 (//roll-dice1-sides6 or //roll-sides6-dice1) to see who gets to go first. OnlineHost: Xv FyreChylde vX rolled 1 6-sided die: 3 OnlineHost: Cattus Ex Umbra rolled 1 6-sided die: 4 The combatant with the highest roll wins the Initiative, and goes first. Rue Dragonsblood: Shadow goes first Fyre has honor Rue Dragonsblood: maul when ready dahlings First combatant states their action (attack). Cattus Ex Umbra: ::slashes his undefended and very wounded belly:: Now 2d20 (//roll-dice2-sides20 or //roll-sides20-dice2 or //roll-sides20) must be rolled to determine whether the attack was successful. OnlineHost: Cattus Ex Umbra rolled 2 20-sided dice: 7 20 The dice have been rolled, and the results are a 7 (miss), and a 20 (two hits). Cattus Ex Umbra: ::watches as loops of intestine slide from the gash:: Second combatant states their action (attack). Xv FyreChylde vX: ::belly gets torn and he shoves his claws into the cats eyes:: Now 2d20 (//roll-dice2-sides20 or //roll-sides20-dice2 or //roll-sides20) must be rolled to determine whether the attack was successful. OnlineHost: Xv FyreChylde vX rolled 2 20-sided dice: 8 13 The dice have been rolled, and the results are an 8 (miss), and a 13 (miss). ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ And finally for a warning to everyone about the TMing...DON'T DO IT!Do not use any dice strings in combat except for the RWC approved ones that are given to you to use when rolling. If people get ideas that you are using illegal strings during a fight, they can and will send the log to the Wardens to have it checked. If you are caught TMing, or using illegal strings you will LOSE the match, be declared a *cheater*, and be expelled from the Guild. Here is an easy way to catch one form of TMing: A good roll will look like this- Online Host: Rue Dragonsblood rolled 2 20 sided dice: 13 17 A TM'ed roll may look like this - Rue Dragonsblood: Rue Dragonsblood rolled 2 20 sided dice: 20 20 If you notice any weird looking rolls, please check for this type of TMing. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Course 1 Evaluation 1) Please identify: a) DM- b) HM- c) SM- 2) How many rounds are DM's fought to? 3) What are HM's and SM's fought to? 4) What dice are rolled for INIT? 5) When INIT is rolled who goes first the higher, or lower roller? 6) What hit die do you roll in non-wartime matches? 7) Please list the two legal dice rolling commands for your hit dice. string a) string b) 8) A person rolls 2D20 and gets a roll of 20 and 15...how many times did they just hit? 9) What legion are you in and can you name it's commander?
(Please return finished evaluation to: BlackVelvetSkye, Piperthered, and Rue Dragonsblood)
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