Board Thread:Fun and Games/@comment-25908355-20150716093711/@comment-25908355-20150720071047

(Can I add a new rule proposal? It was designed for my roleplay, but nobody wants to go there [insert sad face here]. So the best course of action is proposing it here:

In the event of a fight between two gems, the following steps will be used. First, the attacker will say how many times (between 1 and 5) he swung his weapon/ shot his gun at the defender. Then, the defender will flip a coin to decide which attacks were blocked and which hit. Each hit will do damage to the gem, which will be decided by this random number generator. Once the moves were performed, and if the defender was not forced to retreat in his gem due to lack of hp, the defender and the attacker will switch roles. Each gem has 100 hp, and fusions, depending on how big have between 100 and 200 hp.

Each strike will add to a fatigue bar. Once the bar fills up, the user will have to do nothing for an entire turn and lose between 1 and 10 hp. At any point during the battle, the user can say he rests to drop his fatigue bar to 0, and gain between 1 and 5 hp. The fatigue will rise by this much depending on the weapon:

-Long-ranged (rifles, guns, etc.): 1 fatigue for each strike.

-Melee (axes, swords, etc.): 2 fatigue for each strike.

-Unarmed (bare fists, brass knuckles etc.): 3 fatigue for each strike.

The fatigue bar can have between 7 and 10 maximum points depending on the character. Fusions have 20.

Example of a fight:

Derp: *swings his sword at Herp 3 times*

Herp: *2 of the hits were blocked, but the 3rd one hit, doing 31 damage. Herp fires his gun at Derp twice.*

Derp: *both shots are blocked*

And so on...

Derp: *rests, gaining 5 hp*

Herp: *cannot attack, since he's fatigued, he loses 2 hp* )