Dynamis
Maduin @ Plot 38, 13th Ward, Mist.
Monday, 7:00 to 9:00 PM PST
The Rough Landing is a bar and fight club, offering a place to drink, to relax... and for the especially spirited, a place to participate in a few rounds of fisticuffs.Fights in the ring are governed by the rules of Roughhousing, a simple dice system developed for the venue. For more information, see the Rules page.
Roughhousing
Roughhousing is a dice system for designed for quick PvP roll-offs with the help of a referee. It only requires a d6 or the /random 6
command and something to track what actions you've used.
Rounds
Combat in Roughhousing is done in Rounds, moderated by a referee.Before each round, both fighters tell the referee which action they are taking. Once the referee calls the start the round both fighters roll a d6 (/random 6
) and add the action's modifier to the roll for the final result. The fighter with the higher roll after modifiers wins the round.If both fighters roll the same number the round is tied, counting as a win for both.The first fighter to win three rounds wins the match.
Actions
You can take four types actions over the course of a fight: Signature attacks, Heavy attacks, Light attacks, and Rallying. Each action applies a modifier to your roll, and certain actions can only be used a certain number of times.
Action Type | Modifier | Uses |
---|---|---|
Signature | +3 to roll | One |
Heavy | +2 to roll | Two |
Light | +1 to roll | Unlimited |
Rally | +0 to roll, gain Momentum. | One |
During the course of a match, fighters can gain Momentum. Momentum grants a +2
bonus to the next roll made.You can gain Momentum twice in a fight: once by Rallying, and once by winning a round by 3 or more. If you meet both conditions in the same round you gain Double Momentum and a +4
to your next roll.
Optional Rules
The following are optional rules that modify the base Roughhousing system. These rules can be mixed and matched as desired, but some rules are mutually exclusive.If you wish to use optional rules, let the referee know!Some of these rules are still in playtesting. Use them at your own peril.
No Referee
To play without a referee, players determine who goes first each round by trading Initiative with each other.The first round's Initiative is established before a fight by both players rolling a d6(/random 6
). The player who rolls lower will declare their attack first, followed by their opponent. Both players then roll their attacks.The winner of the round then takes Initiative in the next round.When playing with Initiative rules, ties are treated differently. If a matchup is tied, the player with Initiative wins.
Stamina (Hit Points)
Stamina is an alternate victory condition that replaces "best of three" with a hit-point system.Each fighter starts with 10 Stamina, and players will roll /random 10
. Both fighters roll off as per usual, but instead of marking a win, the higher roller will deal damage to the loser's stamina equal to the difference between their rolls.If a tie occurs, both fighters deal chip damage equal to the modifier of the action they used.The first fighter to deplete their opponent's stamina wins the match.
Licensing
Roughousing is a derivative of FATE Accelerated by Evil Hat Productions, used under CC BY-SA 3.0 US and licensed under the same by the Rough Landing.This means you are free to use and modify the Roughhousing system for your own needs, so long as you attribute us and license any modifications under the same CC license.If you do use and/or modify it, let us know! We'd love to see what you do with it.
Welcome to Fight the Tide!
The Rough Landing is here to bring a little roughhousing to Costa Del Sol!If you're interested in a fight, speak with the referee. You can fight with a friend, or get matched up with another solo player.Be sure to check out the rules below!
Rules of the Ring Dock
All fighters must be willing
No weapons
No offensive magic
Defense and mobility magic is allowed
Roughhousing
Roughhousing is a dice-based combat system for two fighters and a referee. All you need is /random 6
and something to keep track of what actions you've used.Each round, both players choose their Action in secret and /tell
it to the referee. Both players then roll, and the referee calculates the total and announces the winner, who gains a point. If players tie, then both players gain a point.Each player has four actions they can take each round, which are listed below. Each action has a limited number of uses except for Light.
Action Type | Modifier | Uses |
---|---|---|
Signature | +3 to roll | One |
Heavy | +2 to roll | Two |
Light | +1 to roll | Unlimited |
Rally | +0 to roll, gain Momentum | One |
Momentum gives a player a +2
bonus to their next roll. You can gain Momentum twice: once by Rallying, and once by winning a round by 3 or more. If you meet both conditions in the same round, you earn double Momentum and a +4
to your next action.The first player to three wins takes the match! In the case of a tie, the first player to break the tie wins.