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#14604041 Apr 20, 2021 at 10:48 PM
Sentinel
33 Posts
With any proper practice, what you put in is also what you get out. You won't become better if you don't put in the work and regular drills and training sessions are an important part of that. Even a Blademaster must keep her skills honed. Detailed below are the different RP dice games you are likely to see come up during guild drill sessions time and time again.

These dice games won't be truly challenging to every player in every event, but they will encourage you to grow familiar with some of our RP mechanics and to show off, struggle, and have fun alongside your sisters-in-arms. All of these build off the Guild's roll system, both its PvE (rolling against non-players) and PvP (rolling against another player) aspects. That said, you do not need the perks, kits, or mechanics offered to complete any of them. After all, the real prize at the end is the fun you had along the way.

Table of Contents
  • Basic Blade and Bow
Sword
  • Anticipation
  • Counters
  • Cutting
  • Flanking
  • Flow Drills
  • Gauntlet
  • Guards
  • Line game
  • Tempo

Bow
  • Accuracy
  • Distance
  • Focus Fire
  • Leading a target
  • Openings
  • Precision
  • Speed
  • Stepshots

Note—
This list isn't just for combat-oriented dice games. Any instructors that are going to be reusing a minigame/dice game for their exercises— be it covering field medicine, stealth, foraging, or whatever else—add it to the thread!
"If people knew how hard I worked to get my mastery, it wouldn’t seem so wonderful at all." - Michelangelo

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#14604042 Apr 20, 2021 at 10:49 PM
Sentinel
33 Posts
Basic blade and bow

These exercises are for the Sentinel to learn the guild's roll system (found here) and for experimenting with different perks, kits, and abilities before selecting ones for your character.

Rules
The Sentinel will make basic combat rolls against different kinds of targets.
Once you've felt you've learned the basics of our dice system, you may experiment with different perks, class kits, and/or abilities for you character. You may switch them out between the simple exercises. This flexibility only exists during the drill session.

Rules (PvP)
Basic rolls against another player, going from initiative to resolution in a sparring match.
As per the base pvp rules, *no* perks, kits, or abilities will be available during the match.



Anticipation

A sentinel must understand the flow of battle, understand the options before them. She must be ready to seize opportunities and deny them to her foe.

Rules
The Sentinel will roll a set amount of times (1-20) to form a pool of results to draw from. She may substitute a result from this pool once per round. Once a result is used, it is lost. Abilities, like professional that allow for a reroll, can be utilized in the creation of this pool.

Special
This game can greatly benefit from using the PvP ruleset of attack and defensive rolls, even against NPCs—allowing the Sentinel the choice of substituting their own rolls and the rolls of their foe.

Rules (PvP)
Against other players, the sentinel can only substitute the results for their own rolls.



Countering

To survive, a Sentinel must use everything at her disposal. Turning vulnerability into a strength, transforming an impasse into opportunity, and an opponent's attack back at them.

Rules
Once per 3 rolls, the Sentinel may roll twice and use the higher result, however, she must use the other result in the following round.

Rules (PvP)
Once per 3 rolls, one player can make a declaration to swap their roll with their opponent's (announce before rolling that round). Only one player can do this in a round.



Cutting

Being able to throw a proper cut is essential for a Sentinel. This skill challenge tests one's ability to align a weapon's edge and put some force behind it.

Rules
The basic challenge is to deal a certain amount of net damage to a target within a set number of rounds. Every participant will have their own target. A miss is any roll that fails to apply damage, so for the purposes of this exercise, damage taken is simply ignored.

There is no PvP equivalent of this skill challenge, however, a competitive race can be done.

Special: Recovery
Some exercises will see special targets that move, meaning that poor form or a wild swing could set you back further than normal. When this rule is in effect, the damage taken by a low roll instead becomes extra health for the target.

So if the Sentinel rolls a 1, instead of taking 2 damage, 2 health is simply added to the target's hp pool—representing the extra effort the Sentinel must put in to recover.

Special: Mounted
This exercise can be performed while on a sabercat. The rules are identical.
If the Instructor wishes to impose extra difficulty for mounted trainee's as they learn to balance both riding and combat, a -3 penalty to combat rolls may be applied.



Flanking

A Sentinel must work with her sisters to create opportunities on the battlefield, and likewise, must learn to protect herself.

Rules
There are two versions of this, one that sees the Sentinel on the offensive and one that sees her on the defensive.

When two or more Sentinels strike at their target, they must decide which one creates the opening and which throws the strike. The damage dealt by the first becomes the modifier for the second roll. For example, dealing 2 damage grants a +2 to their ally's roll and taking -1 damage results in getting in the way, imposes a -1 to their ally's roll.

01-03 – -2 modifier to the ally's check
04-07 – -1 modifier to the ally's check
08-09 – 0 modifier to the ally's check
10-14 – +1 modifier to the ally's check
15-16 – +2 modifier to the ally's check
17-20 – +3 modifier to the ally's check


When two or more foes come against the Sentinel, two combat rolls are made and the lowest result is used by the flanked.
"If people knew how hard I worked to get my mastery, it wouldn’t seem so wonderful at all." - Michelangelo

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#14604043 Apr 20, 2021 at 10:49 PM · Edited 2 months ago
Sentinel
33 Posts
Flow drills

Flow drills are endless exercises of transitioning from guard to guard and throwing cuts or thrusts that can be done alone and with only a weapon or stick in hand. Once you know your guard positions, you can combine them into any number of flow drills. It is the heavy repeated nature that creates muscle memory.

Rules
The goal of the game is to continue for as many rounds as possible. The Sentinel makes a combat check, and if they would have dealt damage or dodged/parried, they are considered to have succeeded. For every success, they will take a -2 penalty to their subsequent combat rolls. After 3 failures, their run ends.

Special
This game operates with a scaling DC of +2 after every success. Additional elements, such as environmental or status penalties, can be included in the check. When this happens, it's best to keep track of the number of successes separately.



The Gauntlet

The Gauntlet is a melee obstacle course that challenges Sentinels to maintain proper form while on the move.

Rules
The Gauntlet is a string of waypoints the Sentinel must reach and then make combat rolls.

The first roll, a basic 1-20, is a skill check to get into position. The standard DC for a skill check is 10, although the instructor may call for higher or lower DCs depending on the position.

The sentinel then uses the difference in their combat roll. If they succeed the skill check by 5 points (rolling a 15 on a DC10), they gain +5 to their combat check. If they failed the skill check by 2 points (rolling an 8 on a DC10), they take a -2 to that combat check.

There is no PvP equivalent of this skill challenge, however, a competitive race can be done by counting damage dealt by each Sentinel during the course.

Special
Some instructors will want a less drastic range of modifiers and more control over the skill part of the challenge. When this is the case, use the combat roll table but substitute damage for modifiers, as seen below.

01-03 – -2 modifier to the next check
04-07 – -1 modifier to the next check
08-09 – 0 modifier to the next check
10-14 – +1 modifier to the next check
15-16 – +2 modifier to the next check
17-20 – +3 modifier to the next check


Special: Mounted
When running a mounted course, the skill checks become checks to handle the animal and to get it to perform as ordered. This is the same as above, although it's recommended to use the special rules for skill checks.



Guard positions

Guards are important for the Sentinel's fighting style, bastions of biomechanical strength that both empower and defend her.

Rules
The Sentinel will choose to attack, defend, or to move before making a combat check, as will their foe. Moving overcomes Defense, Defense overcomes an Attack, and Attacking overcomings Movement. If the Sentinel wins the roll, they gain a +5 to their combat check. Losing the roll imposes a -5 penalty to the combat check. A tie results in no modifiers to the check.

Rules (PvP)
The two combatants will include their choice of attack, defend, or movement at the end of their emote for each round. In the following round, one of the players will apply the appropriate modifier to their roll.



Line game

The Line Game is an exercise about dealing with multiple opponents through superior positioning. It requires at least 3 people to play. The game gets its name from the imaginary 3-point line that, if drawn between the participants, defines each team's objective. One team wants to outflank their opponent, putting her between them. The other wants to even the odds, forcing her foes to come at her one at a time.

Establish beforehand:
-Playing field
-Time needed to score a point
-How many points are needed to win

Rules

At a minimum, you have 2 players on one team and 1 player on the other team. They all start apart, with a playing field boundary established beforehand. The instructor acts as the referee if there is a disagreement.

The goal for each team is to get into an ideal position for as long as possible—long enough to land a strike. The two players (Blue team) are trying to flank the one (Red team), and score by keeping their outnumbered foe flanked. The Red team, meanwhile, scores when they can isolate one of their foes.

Try to avoid clipping through other characters while playing this game.

Points are scored by being within melee striking distance for a set amount of time.

If the outnumbered team (Red) scores a point, the opponent they scored on is eliminated and should proceed to stand outside of the playing field.

Special
The rules are the same when there are more than 3 people playing, however, there are more chances to score based on team ratios.

Note: Because the fast pace nature of this game is difficult to replicate within WoW/Text RP, some instructors may ask the players to turn off auto-run and/or use a range check/indicator addon.



Single Tempo

There are few things in life more beautiful than a well-thrown strike that also defends the Sentinel in the same, single motion.

Rules
The nature of the Single Tempo strike requires perfection in the moment. The Sentinel gets up to 3 rolls to try to get as close to a result of 21 without going over that value. If they go over, they fail to perform the device.

Rules (PvP)
Two Sentinels face each other and each gets up to 3 rolls for their single strike. The one with the highest, without going over 21, wins.
"If people knew how hard I worked to get my mastery, it wouldn’t seem so wonderful at all." - Michelangelo

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#14604044 Apr 20, 2021 at 10:49 PM
Sentinel
33 Posts
<reserved>
Accuracy
Distance
Focus Fire
Leading a target
"If people knew how hard I worked to get my mastery, it wouldn’t seem so wonderful at all." - Michelangelo

Portfolio
#14604045 Apr 20, 2021 at 10:49 PM
Sentinel
33 Posts
<reserved>
Openings
Precision
Speed
Stepshots
"If people knew how hard I worked to get my mastery, it wouldn’t seem so wonderful at all." - Michelangelo

Portfolio
#14604046 Apr 20, 2021 at 10:50 PM
Sentinel
33 Posts
<reserved>
"If people knew how hard I worked to get my mastery, it wouldn’t seem so wonderful at all." - Michelangelo

Portfolio
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