Your clan was recently conquered by humans. Massacred is really the better term. To your knowledge, the six of you are the only survivors. You were taken prisoner by the humans. You have been kept in capticity for 15 long months, forced to train to become better warriors. Whenever you lose your last hit point, the human healers sweep in and save your life. It seems you are destined to simply fight for the rest of your lives. One nondescript day, Grant, the only name ever given for the human that oversees your training, explains that you will take part in gladitorial contests. You will be pitted against all manner of creature and will forced to fight. As you win, you will gain more prestige and get invitations to tougher events. Eventually, you will be able to fight for your freedom.
Welcome to the second campaign of Goblin Gladiators! I'm counting
Campaign 1 as a success, so I'm gonna have another go. Let's get to the rules, some of which have changed:
RulesGoblin Gladiators is a discrete strategy game based on the rules of
Descent: Journeys in the Dark. Players will post their goblin's actions in the thread, and I'll create the enemy actions before I read them. Once I've got actions for all characters, they get carried out and a new turn begins. First team to complete their objective wins. Simple.
Every character in the game has the following statistics: Hit Points, Fatigue, Attack, Defense, Initative, and Speed.
Hit Points (HP) - Current health. When it reaches 0, you die. Most gladiator battles have high level clerics on hand to ressurect dead combatants, so you will be back in action for the next battle.
Fatigue (Ftg) - A kind of energy resource. 1 Fatigue can be used to gain a movement point, or get a 50% chance to deal an extra damage.
Attack (Atk) - Your base damage when attacking with a melee or ranged weapon. Attack less target's defense is damage dealt.
Defense (Def) - Subtracted from opponent's attack value when attacked.
Initative (Ini) - Determines when you act in a given round, with higher initative going first.
Speed (Spd) - The number of movement points a character gets when they take a move action (movement points are used for more than just moving).
On a given turn, each character will take
two of the following four actions:
Move - character gains movement points equal to speed stat. Can be taken with both actions.
Attack - character attacks with equipped weapon. Can be take with both actions.
Order - Place one of the following orders: Rest, Aim, Dodge, Guard. Can
not be taken with both actions.
Ability - use a non-passive ability. Can be taken with both actions.
Nomenclature note: moving twice is called "running", attacking twice is called "battling", moving once and attacking once is called "advancing".The two actions you take must be decided up front, but can then be carried out in any order. Movement points can be split up (eg, moving some, attacking, then finishing movement is ok).
Uses for movement points:~Move 1 space. Every 2nd diagonal movement takes 2 movement points.
~Drink equipped potion.
~Pick up/drop items on ground (eg, dropping a sword to pick up an axe is 1 movement point).
~Re-equip items (you get one free re-equip at the start of your turn, but must spend a movement point to re-equip mid turn).
~Hand items to an adjacent ally. If you receive items in this manner, you may equip what you receive as you receive it.
In general, whenever you get an item, you can immediately equip it for free. To take an item out of your pack and equip it costs a movement point.OrdersRest - If you have a rest order at the start of your turn, you recover all fatigue (and lose your rest order). If you take damage, you lose your rest order.
Aim - You get +1 damage on all future attacks. If you take damage or move, you lose the aim order.
Dodge - You get +1 defense until the start of your next turn. If you move, you lose the order.
Guard - You can make an interrupt attack after your turn ends but before your next turn begins.
Other rules/notes:~Every player character (and most other characters) can equip one weapon item, one armor item, one other item, and one potion item.
~Whenever an attack is ineffectual due to the target's armor, there is a 25% chance of a 1 damage (ignoring armor) lucky strike.
~Characters can carry up to 2 items at a time in their pack.
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Line of Sight (LoS) - to attack something, you must have line of sight (LoS) to your target. To determine if you have LoS, trace a line from the center of your square to the center of your target's square. If the line passes through a non-empty square, LoS is impeded. Exact corner-clipping of a square is allowed.
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Attack of Opportunity (AoO) - If you retreat from an enemy, they may get a free attack on you. However, the conditions for an AoO are rare. You must be adjacent to an opponent with a melee weapon equipped, and that opponent can't be adjacent to any of your allies. For example, if two goblins are next to a dwarf with an axe, the first of the two goblins can retreat safely, as the dwarf's attention is divided. However, when the second goblin retreats, (s)he will take an AoO.
~If a character has +1 (x%) multiple times, they will stack up front. For example, if they have a +1 (50%) from a stat uptick and their weapon gives +1 (75%), this will be treated as +1, +1 (25%) (the rolls will not be independent). The exception to this is fatigue. When spending fatigue to increase damage, each point of fatigue spent gives in independent 50% chance of inflicting 1 extra damage.
~A character can battle (attack twice) and still move by spending fatigue.
~Weapons come in 3 varieties: melee, ranged, and magic. You must be adjacent to target an enemy with a melee weapon. Magic weapons always ignore armor. Many ranged weapons have a pierce value. Pierce reduces a target's Def (excess pierce is wasted).
~After odd-numbered battles, you will be able to select a stat upgrade for one of the 6 abilities. There will be some restrictions that I'll explain when we get there (eg, only 2 of the 6 goblins will be able to increase their HP at once)
~After even-numbered battles, you will be able to select a new ability. There are 28 abilities in the game, and a random set of 10 will be available to choose from. Each ability is only available to one goblin.
~Every combination of 2 abilities has a synergy bonus, which functions just like a stat upgrade. So yeah, when you pick your 4th ability after battle #8, you will also get 3 stat upgrades because of the new synergies.
~There are 11 available achievements (I may add some more before we start), and each one will earn you a stat upgrade. Every goblin can earn every achievement, but an individual goblin can't earn the same achievement twice, even if they meet the requirements on two separate occasions. They will be awarded at the end of a battle, not during.
~When counting range for a ranged or magic attack, the "count 2 spaces for ever 2nd diagonal" rule still applies, just as it does for movement.
Fog of War (FoW) - If no goblins have LoS to a particular space, they don't know what goes on there. Spaces that can't be seen will be shaded to let players know. For the purposes of the FoW, characters (even enemies) do
not block LoS.
~All characters can move through friendlies but not enemies.
Updates will be M-F. Like the last installment, there will be (admittedly not great) pictures. The focus will be more on the strategy.
Other notes to vets:~There is no delaying initiative. Instead, use a guard order to delay your action somewhat.
~There are no classes and no item restrictions.
~The LoS rule replaces cover and is intended to slightly nerf the archer/spellcaster as I felt they were slightly OP compared to melee.
~No goblin starts with the ability to heal. Potions are the only way to regain HP.
~I don't plan on maintaining an online spreadsheet for this campaign, but if a player wants to keep one, that is quite alright with me.
~The gear won't scale too much for this campaign, as it is way easier to pump HP, Def, and Atk through stat upgrades.
Sign-upsI'll leave sign-ups open for a little while, probably through the end of the week. If you would like to play, simply post your character's name, gender, and color. If more than 6 players sign up, I'll randomly determine the 6 participants.
Edit: Thread name, rules tweaks, etc.