▬▬▬Rules of Dungeon DICE Combat▬▬▬
1. ALL players will be given a turn order at the start of a battle under this style. To decide whom goes first, roll 10d10.
2.Notice that you're both on a
Battle Grid. It is very important to know how far or how close your are to your opponent for battle purposes.
3. At the start of your turn, you can move closer towards your opponent to attack. You can normally move 5 spaces and act, but there are different styles of move actions:
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Charge: Moving a full 10 spaces in any direction without attack, great for close combat fighters or retreatingWARNING: if you're ever within attacking range of your opponent (close range; 1sq difference) and you run away, you invoke an
ATTACK of OPPORTUNITY where that opponent goes directly after you and is able to attack you at the start of their turn and then proceed with their movements.
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Move&Act: move 5 spaces in any direction and then performing an attack of your choice.
-You can break up the moves and do a move-attack-move or attack-move, just as long as it's within the movement range.-
Defend: Not moving at all and taking half damage if your opponent attacks you that turn (If odd number, round down).*
Movements steps do not carry on to your next turn4. For attacking, roll whatever the attack dice number is for your level.
Rookies: 4d4
Champions and Armor: 5d4
Ultimates: 6d4
Mega: 7d4 (This includes: Omnimon, Imperialdramon FM&PM, Chaosmon and other composite digimon formed via DNA of two megas, except for Susanoomon)
Super Ultimate, Burst, Other Higher stages: 8d4 5. Named Attacks or Special attacks, double the damage of what you roll, unless the attack deals Normal damage. This means that you roll the normal amount of dice and then double that number. ex:
-Tamer roll 4d4, gets 12, that number is doubled. So the attack does 24 damage.
this does not apply if your attack says it does normal damage6. If you use a named move (Off, Def, or Healing), be it normal or double special damage. You will have to posts 2 times of recharge before you can use it again. This is very important: Each move does not have it's own recharge counter.
Ex. Say you use Pepper Breath, you will have to post 2x after that before you can use it or any other named attacks on the following turn.
7. As far as action range goes on the grid, there are Five types:
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Normal Attacks- close normal damage attacks have a range of 1 square horizontal, vertical, and diagonal
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Close Range Named Attacks-Close and personal attacks that reach 2 squares horizontal or vertical, and 1 square diagonally.
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Long Range Named Attacks- Distance moves that reach six squares horizonaltally or vertically, and 5 squares diagonally.
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Self Power-Ups/Healing- 0 range moves that hit yourself.
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Enemy De-buffs & Ally Healing/Power-Ups- same range as Long Range Attacks
8.Though it is completely impossible here, if you were to digivolve, you enter
DIGIVOLVED State. Roll 2d6 to decide how long you can stay in that state. After you've entered
DIGIVOLVED you can free go to your other forms, but you can't do anything else during that turn.
IMPORTANT: On the turn you enter
DIGIVOLVED you are immune to attacks and special status wear off, both good and bad.