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- 1v1 Rules:
- Base Settings:
- 35 HP for both Players.
- 10 Max AP at start with a 30 Max AP Limit, and start with a 6 AP Limit per Action.
- The Basics:
- When playing Dice Battle, you have 6 Stats you must watch.
- These stats are: Hp, Defense, AP, Banked AP, Efficiency, and Action Limit.
- At the start of your turn, roll out of your current Max AP, the number you get is your current AP for that turn.
- After the Second Player takes their turn, Calculate Round Efficiency. (See the Efficiency Section)
- Taking your Turn:
- Once you have your Turn AP Rolled, you have 5 Actions, Attack, Defend, Heal, Store, and Add, All of them have a 6 AP Limit to start.
- Attack: Add AP To this Action, That's the base Damage for the Roll, Then, Roll 3, and add it to make your total damage.
- Defend: Add AP To this Action for Defense, Defense subtracts from damage taken on the next turn.
- Heal: Add AP to this action and heal that amount.
- Store: This Action bypasses the Action AP Limit, It simply converts Turn AP into Banked AP.
- Add: This Action also bypasses the AP Limit, and converts Banked AP into Turn AP.
- Efficiency:
- After the end of a Round, Calculate the Efficiency for both players.
- The calculation is: Damage Dealt + Damage Healed - Damage Taken.
- Damage Taken is not Reduced by Damage Healed, so if someone Heals 3 but took 4 Damage that round, it doesn't turn to 1 damage taken.
- Once Efficiency is Calculated, Subtract the Lower player's Efficiency from the Higher Player's Efficiency.
- This number is called AP Bonus, The higher player can split it between 2 options: Add to Banked, or Add to Max Turn AP
- Every time your Max Turn AP goes up by 5, (15, 20, 25, 30.) Add 1 to your Max Action AP.
- Negative Efficiency is what happens when the total damage taken goes over damage dealt and healed.
- If you have negative Efficiency, take the negative from your Max AP, only if you have 15 or more max AP Limit.
- Negative Efficiency still increases the Gap between both player's Round Efficiency.
- At the start of the next round, Reset the efficiency values, but keep the bonuses.
- Start of Match:
- Flip a coin, whoever it lands for gets to go first.
- Or, Roll 8 and whoever gets the higher roll goes first.
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