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__**[[Combat Back to "Combat"]]**__
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__**[[Combat Combat]]**__
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2) When the PGM has received both IMs, she will call for INITs. Roll a d100; the PGM will then add speed and other modifiers to the rolls; the highest resulting roll will take the first action. For example, since you are casting a Cantrip, a modifier of +50 as well as your speed stat will be added to your INIT roll. Let's say your roll is a 23, and HogWash rolled a 40. That would mean your init is at least a 73; any speed stat you have will also be added. You do not know HogWash's adjusted init, since you have no way of knowing his stats.
Deletions:
Revision [286]
Edited on 2006-09-12 12:41:13 by NimeaSylvanosAdditions:
1) After the PGM announces the closing of bets, she will call for first round IMs. This is a good time to mention the importance of paying attention to the PGM's prompts. The call for first round IMs is the first prompt you will normally receive for the fight. Please be prompt in your responses for IMs and dice rolls. This makes the fight move along at a reasonable pace and allows time for other people to fight. You then send an IM to the PGM; since you are an Illusionist, you may want to start out with a bang and cast a spell. Your IM says that you want to cast Illusionary Darts, a Level 1 Cantrip. At this point, it's a good idea to note the number of Power Points you are spending.
2) When the PGM has received both IMs, she will call for INITs. Roll a d100; the PGM will then add speed and other modifiers to the rolls; the highest resulting roll will take the first action. For example, since you are casting a Cantrip, a modifier of +50 as well as your speed stat will be added to your INIT roll. Let's say your roll is a 23, and HogWash rolled a 40. That would mean your init is at least a 73; any speed stat you have will also be added. You do not know HogWashís adjusted init, since you have no way of knowing his stats.
3) The PGM will then say something like: “Jared gestures at HogWash and begins a chant! d100 please!” This is your prompt to roll a d100. You roll a d100 and roll a 32, well below your starting MA. The PGM will acknowledge your success by saying something like “And he shoots glowing missiles towards HogWash!” The PGM asks HogWash to try to save to avoid some of the effects. This saving roll is based on a stat specified under the spell. Since you are casting an Illusionist spell, the save is normally vs Perception. HogWash rolls an 18 and the PGM announces that he takes the full effects of the spell. Besides telling you something about HogWash's perception (the character's, not the player's) you know that he will take full damage from your spell. The PGM then asks you to roll a d100 for damage; you roll a 41. This spell does BC10 damage. If you consult the Bell Curve Chart, under BC10, you will see that you have just given HogWash 6 points of damage, which the PGM will subtract from his Stamina.
4) Itís HogWashís turn. The PGM will say something like “HogWash, piggish features contorting with rage and pain, fires his crossbow at Jared! d100 please.” HogWash rolls a 49 and the PGM announces that he hits! Make a mental note of his successful roll; this can be valuable information. The PGM then calls for HogWashís damage and luckily for you, he rolls a 94.
5) The round is now over, and the PGM will call for second round IMs. The fight will continue until one of the fighter's Stamina points drops to 0 or below, and falls. By a combination of luck and strategy, you have defeated HogWash!
2) When the PGM has received both IMs, she will call for INITs. Roll a d100; the PGM will then add speed and other modifiers to the rolls; the highest resulting roll will take the first action. For example, since you are casting a Cantrip, a modifier of +50 as well as your speed stat will be added to your INIT roll. Let's say your roll is a 23, and HogWash rolled a 40. That would mean your init is at least a 73; any speed stat you have will also be added. You do not know HogWashís adjusted init, since you have no way of knowing his stats.
3) The PGM will then say something like: “Jared gestures at HogWash and begins a chant! d100 please!” This is your prompt to roll a d100. You roll a d100 and roll a 32, well below your starting MA. The PGM will acknowledge your success by saying something like “And he shoots glowing missiles towards HogWash!” The PGM asks HogWash to try to save to avoid some of the effects. This saving roll is based on a stat specified under the spell. Since you are casting an Illusionist spell, the save is normally vs Perception. HogWash rolls an 18 and the PGM announces that he takes the full effects of the spell. Besides telling you something about HogWash's perception (the character's, not the player's) you know that he will take full damage from your spell. The PGM then asks you to roll a d100 for damage; you roll a 41. This spell does BC10 damage. If you consult the Bell Curve Chart, under BC10, you will see that you have just given HogWash 6 points of damage, which the PGM will subtract from his Stamina.
4) Itís HogWashís turn. The PGM will say something like “HogWash, piggish features contorting with rage and pain, fires his crossbow at Jared! d100 please.” HogWash rolls a 49 and the PGM announces that he hits! Make a mental note of his successful roll; this can be valuable information. The PGM then calls for HogWashís damage and luckily for you, he rolls a 94.
5) The round is now over, and the PGM will call for second round IMs. The fight will continue until one of the fighter's Stamina points drops to 0 or below, and falls. By a combination of luck and strategy, you have defeated HogWash!
Deletions:
2. When the PGM has received both IMs, she will call for INITs. Roll a d100; the PGM will then add speed and other modifiers to the rolls; the highest resulting roll will take the first action. For example, since you are casting a Cantrip, a modifier of +50 as well as your speed stat will be added to your INIT roll. Let's say your roll is a 23, and HogWash rolled a 40. That would mean your init is at least a 73; any speed stat you have will also be added. You do not know HogWashís adjusted init, since you have no way of knowing his stats.
3. The PGM will then say something like: “Jared gestures at HogWash and begins a chant! d100 please!” This is your prompt to roll a d100. You roll a d100 and roll a 32, well below your starting MA. The PGM will acknowledge your success by saying something like “And he shoots glowing missiles towards HogWash!” The PGM asks HogWash to try to save to avoid some of the effects. This saving roll is based on a stat specified under the spell. Since you are casting an Illusionist spell, the save is normally vs Perception. HogWash rolls an 18 and the PGM announces that he takes the full effects of the spell. Besides telling you something about HogWash's perception (the character's, not the player's) you know that he will take full damage from your spell. The PGM then asks you to roll a d100 for damage; you roll a 41. This spell does BC10 damage. If you consult the Bell Curve Chart, under BC10, you will see that you have just given HogWash 6 points of damage, which the PGM will subtract from his Stamina.
4. Itís HogWashís turn. The PGM will say something like “HogWash, piggish features contorting with rage and pain, fires his crossbow at Jared! d100 please.” HogWash rolls a 49 and the PGM announces that he hits! Make a mental note of his successful roll; this can be valuable information. The PGM then calls for HogWashís damage and luckily for you, he rolls a 94.
5. The round is now over, and the PGM will call for second round IMs. The fight will continue until one of the fighter's Stamina points drops to 0 or below, and falls. By a combination of luck and strategy, you have defeated HogWash!
Revision [285]
Edited on 2006-09-12 12:40:18 by NimeaSylvanosAdditions:
//Note:// Unless it is absolutely necessary, please do not send an Instant Message (IM) to the Parthos Game Master (PGM) running your fight, or ask her anything on screen. This is a busy time for a PGM, and most likely she will not even be able to see the screen while gathering stats.
__**//Legal Combat Moves//**__
Now, let's take a close look at your fight with HogWash.
1. After the PGM announces the closing of bets, she will call for first round IMs. This is a good time to mention the importance of paying attention to the PGM's prompts. The call for first round IMs is the first prompt you will normally receive for the fight. Please be prompt in your responses for IMs and dice rolls. This makes the fight move along at a reasonable pace and allows time for other people to fight. You then send an IM to the PGM; since you are an Illusionist, you may want to start out with a bang and cast a spell. Your IM says that you want to cast Illusionary Darts, a Level 1 Cantrip. At this point, it's a good idea to note the number of Power Points you are spending.
2. When the PGM has received both IMs, she will call for INITs. Roll a d100; the PGM will then add speed and other modifiers to the rolls; the highest resulting roll will take the first action. For example, since you are casting a Cantrip, a modifier of +50 as well as your speed stat will be added to your INIT roll. Let's say your roll is a 23, and HogWash rolled a 40. That would mean your init is at least a 73; any speed stat you have will also be added. You do not know HogWashís adjusted init, since you have no way of knowing his stats.
3. The PGM will then say something like: “Jared gestures at HogWash and begins a chant! d100 please!” This is your prompt to roll a d100. You roll a d100 and roll a 32, well below your starting MA. The PGM will acknowledge your success by saying something like “And he shoots glowing missiles towards HogWash!” The PGM asks HogWash to try to save to avoid some of the effects. This saving roll is based on a stat specified under the spell. Since you are casting an Illusionist spell, the save is normally vs Perception. HogWash rolls an 18 and the PGM announces that he takes the full effects of the spell. Besides telling you something about HogWash's perception (the character's, not the player's) you know that he will take full damage from your spell. The PGM then asks you to roll a d100 for damage; you roll a 41. This spell does BC10 damage. If you consult the Bell Curve Chart, under BC10, you will see that you have just given HogWash 6 points of damage, which the PGM will subtract from his Stamina.
4. Itís HogWashís turn. The PGM will say something like “HogWash, piggish features contorting with rage and pain, fires his crossbow at Jared! d100 please.” HogWash rolls a 49 and the PGM announces that he hits! Make a mental note of his successful roll; this can be valuable information. The PGM then calls for HogWashís damage and luckily for you, he rolls a 94.
5. The round is now over, and the PGM will call for second round IMs. The fight will continue until one of the fighter's Stamina points drops to 0 or below, and falls. By a combination of luck and strategy, you have defeated HogWash!
__**//Fighting Again//**__
In the example above, you had, for the sake of argument, only 5 Stamina Points and 2 Power Points left. This is not unusual. Unless you find someone to heal you (or if later, you have the necessary skills or spells yourself), you will be fighting with those 5 points...an almost guaranteed way to lose, or worse. You will probably be better off accepting congratulations on your feat, bragging about the fight, and making friends.
__**//Legal Combat Moves//**__
Now, let's take a close look at your fight with HogWash.
1. After the PGM announces the closing of bets, she will call for first round IMs. This is a good time to mention the importance of paying attention to the PGM's prompts. The call for first round IMs is the first prompt you will normally receive for the fight. Please be prompt in your responses for IMs and dice rolls. This makes the fight move along at a reasonable pace and allows time for other people to fight. You then send an IM to the PGM; since you are an Illusionist, you may want to start out with a bang and cast a spell. Your IM says that you want to cast Illusionary Darts, a Level 1 Cantrip. At this point, it's a good idea to note the number of Power Points you are spending.
2. When the PGM has received both IMs, she will call for INITs. Roll a d100; the PGM will then add speed and other modifiers to the rolls; the highest resulting roll will take the first action. For example, since you are casting a Cantrip, a modifier of +50 as well as your speed stat will be added to your INIT roll. Let's say your roll is a 23, and HogWash rolled a 40. That would mean your init is at least a 73; any speed stat you have will also be added. You do not know HogWashís adjusted init, since you have no way of knowing his stats.
3. The PGM will then say something like: “Jared gestures at HogWash and begins a chant! d100 please!” This is your prompt to roll a d100. You roll a d100 and roll a 32, well below your starting MA. The PGM will acknowledge your success by saying something like “And he shoots glowing missiles towards HogWash!” The PGM asks HogWash to try to save to avoid some of the effects. This saving roll is based on a stat specified under the spell. Since you are casting an Illusionist spell, the save is normally vs Perception. HogWash rolls an 18 and the PGM announces that he takes the full effects of the spell. Besides telling you something about HogWash's perception (the character's, not the player's) you know that he will take full damage from your spell. The PGM then asks you to roll a d100 for damage; you roll a 41. This spell does BC10 damage. If you consult the Bell Curve Chart, under BC10, you will see that you have just given HogWash 6 points of damage, which the PGM will subtract from his Stamina.
4. Itís HogWashís turn. The PGM will say something like “HogWash, piggish features contorting with rage and pain, fires his crossbow at Jared! d100 please.” HogWash rolls a 49 and the PGM announces that he hits! Make a mental note of his successful roll; this can be valuable information. The PGM then calls for HogWashís damage and luckily for you, he rolls a 94.
5. The round is now over, and the PGM will call for second round IMs. The fight will continue until one of the fighter's Stamina points drops to 0 or below, and falls. By a combination of luck and strategy, you have defeated HogWash!
__**//Fighting Again//**__
In the example above, you had, for the sake of argument, only 5 Stamina Points and 2 Power Points left. This is not unusual. Unless you find someone to heal you (or if later, you have the necessary skills or spells yourself), you will be fighting with those 5 points...an almost guaranteed way to lose, or worse. You will probably be better off accepting congratulations on your feat, bragging about the fight, and making friends.
Deletions:
==//**Legal Combat Moves**//==
Revision [284]
Edited on 2006-09-12 12:36:35 by NimeaSylvanosAdditions:
==//**Legal Combat Moves**//==
Deletions:
Revision [283]
Edited on 2006-09-12 12:36:15 by NimeaSylvanosAdditions:
==__**Legal Combat Moves**__==
Your actions for a round of combat must be IMed to the PGM running the fight, failure to IM an action when prompted will result in your action for the round being considered a “Pass,” i.e., you take no actions that round at all. The format for IMing your actions is as follows:
(Action) (Weapon, Item or spell''*''''*'' used) Target
''*''(Action)(Weapon, Item or spell''*''''*'' used) Target
(Action)= Which move of those listed below you wish to do.
(Weapon, Item or spell used)= What you are using to do the action.
Target= Who you are targeting with your actions. If you are fighting just one person, you don't need to add this. It's assumed that your target is your opponent. :)
''*''= Possible additional actions based on high inititive rolls, you must list a seperate action for each action you may have in that round.
''*''''*'' When casting spells, please include the level of the spell.
Example: Cast Pain (Mysticism Level 1), ''*''throw knife
If you wish to attempt an action that is not listed below be prepared for the PGM to say that it is not allowed and explain as explicitly yet with as few words as possible what you are attempting.
-**Advance:** This allows a player to advance up to 50', in any direction, or towards a specific target. In a typical spar, this is enough to move from missle range to hand to hand combat.
-**Retreat** The player moves up to 50', in any direction, away from a target. In a typical spar, this is enough to move a character away from hand to hand range and into missile range.
-**Use Melee Weapon:** This allows the player to attack the opponent from hand to hand range, using a hand to hand weapon. If the opponent is at missile range, this option is not available.
-**Use Missile Weapon:** This action allows the player to attack using a missile weapon. This option is available only when the opponent is at missile range from you. It is possible to use a missle weapon on a ranged target while an opponent is fighting against you at HtH, but because this is a difficult maneuver, it will incure a CA penalty.
-**Change Melee Weapon:** If a player is in hand-to-hand range, and wants to switch to a different hand-to-hand weapon, this is counted as a move, and is to be IMed like any other move. Changing from a missile weapon to a hand-to-hand weapon, or vice-versa, does not take a separate move, and is automatically assumed if you are advanced upon.
-**Parry:** Normally, parries are assumed as part of a player's defense. In a fight, there is a lot of dodging and blocking going on that for the sake of simplicity are not recorded. The players are more than welcome to role play these moves, though. However, in certain situations a player who has the Parry skill may wish to concentrate on the defensive move. Please see the Parry skill for more details on how this move is used.
-**Unarmed Combat:** This allows a player to attack without a weapon. It is normally used when a player has somehow lost a weapon, as attacking an armed character while unarmed puts the unarmed character at a disadvantage. This option is available only at hand to hand range. Please refer to the Unarmed Combat rules later in this section. Characters with the Martial Arts skill suffer no penalty to CA when attacking an armed character.
- **Cast a Spell:** This allows a player to cast a spell from his spell book. The player must state in an IM to the PGM what spell he is casting, along with the number of Power Points spent, if applicable to the spell. Please note that in order to cast, the following conditions must be met:
I. The player must be of sufficient level to cast the spell.
II. The player must have the spell list for that spell available to him.
III. The player must have enough Power Points to cast the spell.
Note: Only one spell may be cast per round. If the caster has a second action, it may not be a spell.
If any of the above conditions are not met, the PGM will inform the player that this is not a valid action.
- **Use a Power:** This allows a player to use a Power available to her class. The player must state in an IM to the PGM what Power is being used, and the number of Power Points spent. In order to use a Power, the following conditions must be met:
1. The player must have the Power available, according to level and Class.
2. The player must have enough Power Points to use the Power.
If either of the above conditions are not met, the PGM will inform the player that this is not a valid action.
- **Use a Magic Item:** This allows a player to use a magic item he owns, such as a scroll, wand, staff, potion, ring, etc.
- **Heal Injuries:** This allows a player to heal injuries on himself or a companion, using either the skills of First Aid, Medicine, by a Healing spell, or by eating a healing herb. The player must, of course, have the skill, spell, or the herb available to him.
Your actions for a round of combat must be IMed to the PGM running the fight, failure to IM an action when prompted will result in your action for the round being considered a “Pass,” i.e., you take no actions that round at all. The format for IMing your actions is as follows:
(Action) (Weapon, Item or spell''*''''*'' used) Target
''*''(Action)(Weapon, Item or spell''*''''*'' used) Target
(Action)= Which move of those listed below you wish to do.
(Weapon, Item or spell used)= What you are using to do the action.
Target= Who you are targeting with your actions. If you are fighting just one person, you don't need to add this. It's assumed that your target is your opponent. :)
''*''= Possible additional actions based on high inititive rolls, you must list a seperate action for each action you may have in that round.
''*''''*'' When casting spells, please include the level of the spell.
Example: Cast Pain (Mysticism Level 1), ''*''throw knife
If you wish to attempt an action that is not listed below be prepared for the PGM to say that it is not allowed and explain as explicitly yet with as few words as possible what you are attempting.
-**Advance:** This allows a player to advance up to 50', in any direction, or towards a specific target. In a typical spar, this is enough to move from missle range to hand to hand combat.
-**Retreat** The player moves up to 50', in any direction, away from a target. In a typical spar, this is enough to move a character away from hand to hand range and into missile range.
-**Use Melee Weapon:** This allows the player to attack the opponent from hand to hand range, using a hand to hand weapon. If the opponent is at missile range, this option is not available.
-**Use Missile Weapon:** This action allows the player to attack using a missile weapon. This option is available only when the opponent is at missile range from you. It is possible to use a missle weapon on a ranged target while an opponent is fighting against you at HtH, but because this is a difficult maneuver, it will incure a CA penalty.
-**Change Melee Weapon:** If a player is in hand-to-hand range, and wants to switch to a different hand-to-hand weapon, this is counted as a move, and is to be IMed like any other move. Changing from a missile weapon to a hand-to-hand weapon, or vice-versa, does not take a separate move, and is automatically assumed if you are advanced upon.
-**Parry:** Normally, parries are assumed as part of a player's defense. In a fight, there is a lot of dodging and blocking going on that for the sake of simplicity are not recorded. The players are more than welcome to role play these moves, though. However, in certain situations a player who has the Parry skill may wish to concentrate on the defensive move. Please see the Parry skill for more details on how this move is used.
-**Unarmed Combat:** This allows a player to attack without a weapon. It is normally used when a player has somehow lost a weapon, as attacking an armed character while unarmed puts the unarmed character at a disadvantage. This option is available only at hand to hand range. Please refer to the Unarmed Combat rules later in this section. Characters with the Martial Arts skill suffer no penalty to CA when attacking an armed character.
- **Cast a Spell:** This allows a player to cast a spell from his spell book. The player must state in an IM to the PGM what spell he is casting, along with the number of Power Points spent, if applicable to the spell. Please note that in order to cast, the following conditions must be met:
I. The player must be of sufficient level to cast the spell.
II. The player must have the spell list for that spell available to him.
III. The player must have enough Power Points to cast the spell.
Note: Only one spell may be cast per round. If the caster has a second action, it may not be a spell.
If any of the above conditions are not met, the PGM will inform the player that this is not a valid action.
- **Use a Power:** This allows a player to use a Power available to her class. The player must state in an IM to the PGM what Power is being used, and the number of Power Points spent. In order to use a Power, the following conditions must be met:
1. The player must have the Power available, according to level and Class.
2. The player must have enough Power Points to use the Power.
If either of the above conditions are not met, the PGM will inform the player that this is not a valid action.
- **Use a Magic Item:** This allows a player to use a magic item he owns, such as a scroll, wand, staff, potion, ring, etc.
- **Heal Injuries:** This allows a player to heal injuries on himself or a companion, using either the skills of First Aid, Medicine, by a Healing spell, or by eating a healing herb. The player must, of course, have the skill, spell, or the herb available to him.
Revision [282]
Edited on 2006-09-12 12:34:51 by NimeaSylvanosAdditions:
For one-on-one combat, the PGM will call for rolls on a d100 to determine who has the right of challenge and will state the conditions of the winning roll. For example, a PGM might say: "Anyone who wants to engage in single combat, roll d100 now. The highest roll gets the right of challenge." If you wish to fight, roll a d100; in the case above, if your roll is highest, you may choose another player present to fight, depending on your level of experience.
Let's say you have won the right of challenge, and you are Jared, an Illusionist Elf. Now is the time to announce your armband color and your race, if you haven't already. Please do not announce your level; it takes away from the role-playing atmosphere by reducing a character's experience to a number. It is also not a good idea to announce your class; it is always wise to have some secrets! Since you are just beginning, you would be wearing a White armband. So, you would say something like: "I'm an Elf with a White armband. I'm looking for a worthy opponent with a White or a Gray armband."
Depending on who is in the Colosseum at the time, you may get several offers -- in fact, you may be overwhelmed with them! You choose HogWash, a Half-Orc with a Gray armband, and say something like "I challenge HogWash!" You are, of course, free to dress this up as much as you like. The PGM will ask, "Hogwash, do you accept the challenge?" If HogWash does, the PGM will begin getting stats for both of you in preparation for the combat. This will take a few minutes; please be patient. You might use this time to size HogWash up with some role playing.
After the PGM gets the stats for you and HogWash, she will announce the fight by saying something like:
The Parthenon Presents: In the Pit of Doom!
Jared, Elf wearing a White Armband vs HogWash, Half-Orc wearing a Gray armband!
Bets are open!
You and HogWash are now in the fighting ring, anxiously waiting while people place their bets. Let's take a brief moment to describe the ring. It is an oval 80 feet long, 40 feet wide, with a ceiling 50 feet from the floor. You and your opponent will start the fight at exactly 50 feet from each other (at missile range), and are 15 feet from the back walls and about 20 feet from the side walls. Before we begin with your fight, let's take a moment to describe the basic actions a player might take. Note that depending on a character's Speed, more than one action per round may be possible.
**//Note://** Unless it is absolutely necessary, please do not send an Instant Message (IM) to the Parthos Game Master (PGM) running your fight, or ask her anything on screen. This is a busy time for a PGM, and most likely she will not even be able to see the screen while gathering stats.
Let's say you have won the right of challenge, and you are Jared, an Illusionist Elf. Now is the time to announce your armband color and your race, if you haven't already. Please do not announce your level; it takes away from the role-playing atmosphere by reducing a character's experience to a number. It is also not a good idea to announce your class; it is always wise to have some secrets! Since you are just beginning, you would be wearing a White armband. So, you would say something like: "I'm an Elf with a White armband. I'm looking for a worthy opponent with a White or a Gray armband."
Depending on who is in the Colosseum at the time, you may get several offers -- in fact, you may be overwhelmed with them! You choose HogWash, a Half-Orc with a Gray armband, and say something like "I challenge HogWash!" You are, of course, free to dress this up as much as you like. The PGM will ask, "Hogwash, do you accept the challenge?" If HogWash does, the PGM will begin getting stats for both of you in preparation for the combat. This will take a few minutes; please be patient. You might use this time to size HogWash up with some role playing.
After the PGM gets the stats for you and HogWash, she will announce the fight by saying something like:
The Parthenon Presents: In the Pit of Doom!
Jared, Elf wearing a White Armband vs HogWash, Half-Orc wearing a Gray armband!
Bets are open!
You and HogWash are now in the fighting ring, anxiously waiting while people place their bets. Let's take a brief moment to describe the ring. It is an oval 80 feet long, 40 feet wide, with a ceiling 50 feet from the floor. You and your opponent will start the fight at exactly 50 feet from each other (at missile range), and are 15 feet from the back walls and about 20 feet from the side walls. Before we begin with your fight, let's take a moment to describe the basic actions a player might take. Note that depending on a character's Speed, more than one action per round may be possible.
**//Note://** Unless it is absolutely necessary, please do not send an Instant Message (IM) to the Parthos Game Master (PGM) running your fight, or ask her anything on screen. This is a busy time for a PGM, and most likely she will not even be able to see the screen while gathering stats.