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What in the world is Dragon Dice™ Duels?!?!?!?

 
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cliffwiggs
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PostPosted: Fri Apr 06, 2007 6:39 am GMT    Post subject: What in the world is Dragon Dice™ Duels?!?!?!? Reply with quote

Dragon Dice™ Duels is several things.

It is the brain child of Mark Wiker.

It was originally designed as something to do during 'downtime' at a tournament. If you wiped out your opponent in two turns and had to sit for an hour to wait for the next round, you had a little game to play.

It is an experiment to make Dragon Dice™ the pieces of a generic gaming system with multiple rules rather than just one game.

It is part Dragon Dice™ and part Role Playing Game.

It has grown since it began and I hope will become a full RPG system.

Similar to 'Demon Dice', 'Chaos P', whatever you want to call it. You use a handful of dice to represent your duelist characters. You duel against other people to gain experience and as you gain levels you get larger and more dice. Eventually you can perform quests to earn (or steal) magic items that your character possesses and I have even heard of some mages that have tamed young dragonkin that they can summon at will to fight with them.

I don't want to get into the technical details, because that is what the rulebook will be for. Let me jsut say this:
Character = Army
Attribute = Unit
The turn sequence and several spells and SAI's are simplified.

I'll see if I can get Mark to write something with more of a story-teller feel.
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cliffwiggs
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PostPosted: Fri Apr 06, 2007 8:12 am GMT    Post subject: Reply with quote

Here is a rough copy of the existing documentation, it is incomplete and the one I'm working on will be much more detailed.

but this might give you an idea what it is about.

The Object of the Game

In the Dragon Dice™ Duels game, you use dice to represent a single individual of a fantasy race who challenges other participants to a friendly—yet competitive—combat of magic, missiles, and melee. Your Duelist can also engage vicious monsters, fierce brigands and despicable outlaws, and, ultimately, dreaded dragons on her personal quest for glory. Any number of players can share in this endeavor. The goal for each individual is to acquire the highest rank possible through victories at dueling and adventuring.

Basic Terms

There are a few terms you'll want to become familiar with before getting started. They'll help you understand the rules your first time through.
Attribute: Each six-sided and ten-sided die represents a single skill, or ability, of a Duelist, monster, or encounter. The ten-sided dice are skills unique only to monsters and encounters; however, encounters can be a combination of ten- and six-sided dice. Duelists skills are only represented by six-sided dice. A Duelist must perform a heroic quest to gain a new Attribute.
Character: A Duelmaster controlled non-Duelist, non-monster, non-dragon encounter.
Combat: An encounter which escalates to violence in which permanent damage can be sustained. See Duel.
Damage:
• Temporary: The non-deadly damage sustained during competitive duels which can be healed by any individual capable of casting restorative spells.
• Permanent: The deadly damage sustained during combat with dragons, monsters, and brigands (and the occasional nefarious Duelist) which can only be healed by true mages (e.g. a Duelist with only magic Attributes).
Dragon: The single-color twelve-sided dice aren't Attributes and can't be part of a Duelist—they’re dragons. Dragons come in two forms: drakes, which have wings, and wyrms, which are wingless. Duelists of lower ranks should avoid dragons.
Duel: A type of combat between Duelists at a particular terrain in which temporary damage is sustained. The battle between a Duelist and a character, monster, or dragon is termed a combat, not a duel. A combat can result in permanent damage and the loss of life; the damage sustained during a duel is temporary and rarely results in the loss of life.
Duelist: All of the dice—Attributes and magic items—representing a player’s fictional character or persona. At the start of a game, each player begins with one common six-sided die, or Attribute, of a single race which represents the Duelist. As experience is gained, additional dice are added to the Duelist to represent an increase in skill and the acquisition of possessions.
Duelmaster: A referee, judge, and game master for Dragon Dice™ Duels.
Encounter: Contact with a Duelist, dragon, monster, or character.
Monster: Ten-sided dice represent monsters. Occasionally, monsters will also have six-sided dice to represent a unique skill they have acquired.
Rank: A summation of the health of a Duelist’s Attributes (see chart below).
Target: Valid targets include Duelists, monsters, dragons, and characters.
Terrain: The eight-sided dice represent terrain—the land or location that Duelists are upon when dueling each other or when combating monsters, dragons and encounters. The faces on each terrain die are numbered from 1 to 8, and each face features an action icon (such as melee, missile, or magic). These action icons determine, abstractly, the distance between Duelists at the terrain and the type of action they can engage in. When a terrain’s initial roll is an eighth face, the Duelist who selected the terrain is at double maneuvers and saves for the combat.
Terrain Cache: Each Duelist starts the game with a cache of four terrains, one of each type (i.e. coastland, flatland, highland, and swampland). Each Duelist selects the eighth faces for the terrains which they bring to the game.

Set-up

In preparation for a duel, follow these steps:
1. Challenge a Duelist
2. Compare Ranks
3. Roll Terrains
4. Determine Initiative
5. Initiative Winner Selects Terrain or Claims Advantage
6. Determine Dueling Distance
7. Begin the Duel

Turn Sequence

Each turn is performed in the following order:
1. Attack
• Player with the advantage rolls to attack.
• Player with the disadvantage rolls to defend.
2. Counter-Attack
• Player with the disadvantage rolls to attack.
• Player with the advantage rolls to defend.
3. Roll for Advantage
Player winning the advantage (with ties going to the player previously having advantage) may:
• Move the terrain die up or down one step,
• Leave the terrain unchanged, or
• Withdrawal, if no attack was made this turn.

People and Places of Interest

Arena (Dragon Dice™ tournament area): The premier location for all honorable duels. Dragonlords, Dragonmasters, and Dragonslayers keep the peace.
Mystic/Healer (wandering): A true mage of tremendous power capable of healing permanent damage and granting quests. Also rumored to have the ability to unearth new magic spells.
Adventurers’ Supply Shop and Armory (Dragon Dice™ booth): A place where you can outfit your Duelist with magic items.
Wayward Inn (SFR, Inc.’s hotel rooms): If you can avoid the cutthroats, you may gather useful information in this den of thieves.
The Warlock (where you least expect him): A nasty curmudgeon you do not want to meet.
The Outlands (everywhere else): Dragons, monsters, and brigands roam here.

Basic Spell List

Cost Name Effect
2 Ashes to Ashes: Choose 1 health-worth of a target’s damaged Attributes to be removed from combat.
3 Palsy: Target suffers a -1 penalty to all results.
3 Reanimate Dead: Restore 1 health-worth of damaged Attributes.
4 Deadlands: Terrain gains the black (death) element.
4 Finger of Death: Inflict 1 hit on a target Attribute which may not roll to save. Caster chooses type of damage.
6 Open Grave: Target’s Attributes suffer no temporary damage. Additionally, permanent damage is counted as temporary damage.
2 Hailstorm: Inflict 1 hit on a target. Caster chooses type of damage.
3 Breath of Life: Restore 1 health-worth of damaged Attributes.
4 Wind Walk: Target gains 4 maneuver results.
6 Lightning Strike: Target Attribute must save or be damaged. Caster chooses type of damage.
2 Stoneskin: Add 1 save to the target.
3 Dust to Dust: Choose 1 health-worth of a target’s damaged Attributes to be removed from combat.
4 Path: Caster may turn the terrain to the next nearest action, or, if in melee, to the eighth face.
5 Transmute Rock to Mud: Subtract 6 maneuver results from the target.
2 Watery Double: Add 1 save to the target.
3 Wall of Ice: Add 3 saves to the target.
5 Flash Flood: Reduce the terrain die one face unless any opposition at the terrain can immediately roll at least 8 maneuver results.
6 Wall of Fog: Halve all maneuver and missile results at the terrain.
2 Ash Storm: Subtract 1 from all results at the terrain.
3 Spark of Life: Restore 1 health-worth of damaged Attributes.
4 Burning Hands: Target Attribute’s melee results are doubled.
6 Dancing Lights: Target’s missile and magic results are halved.
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cliffwiggs
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PostPosted: Mon Apr 09, 2007 7:02 am GMT    Post subject: Reply with quote

Dragon Dice™ Duels is the creative design of Mark Wiker inspired by
his enjoyment of Dragon Dice™.

It was originally implemented as a way to add excitment and
interaction amongst DDicers during the downtime existing between and
during tournaments at conventions. If your measely Selumari™ missile
brigade was wiped out by a contigent of Sarslayan snake charmers,
you then had the opportunity to bring out your character, enter the
Arena, and challenge the most famous Dueslists in the land. There
was just no sense sitting there bemoaning the fate of your optimized
army--they never even had a chance against the stalkers.

As an optional way to use the dice of Dragon Dice™, Duels was one of
the first designs to create additional gaming systems to offer
players of the game.

Fundamentally, Dragon Dice™ Duels is a character vs. character combat
game based upon a foundation of free-form role-playing. It
emphasizes the importance of creating a persona who interacts with
other characters, Duelists, monsters, and Dragons in the various
environs of the world of Esfah.

As a Duelist, you use dice to represent your characters. You duel
against other people to gain experience and as your level increases,
so do the quantity of dice you possess. A Duelmaster creates quests
and adventures where Duelists can acquire magic items, spells,
treasures, and followers. Some of the most renown Duelists will
gain the ability to summon dragonkin, obtain artifacts, and even
meet the members of Castle Essehfar (beware the donjon!).

Information regarding the technical details of the game will be
present within the rulebook. In the meantime, stay tuned to this
forum for ongoing discussion. In addition, check out the Yahoo!
Group ddduels and visit Mark Wiker's website
(http://www.geocities.com/mawiker/donjon.htm) for a summarized
rulesheet and character sheets.

It has also been rumored that The Warlock has been lurking and has a
captured King to release to the first non-moderator to catch sight
of him. But beware!, for he is one nasty curmudgeon.
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willpell
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PostPosted: Tue Dec 02, 2008 1:23 am GMT    Post subject: Reply with quote

Sounds complex, but I like the idea.
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PostPosted: Fri Jan 01, 2010 6:15 am GMT    Post subject: Reply with quote

Is the game still in development?
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cliffwiggs
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PostPosted: Mon Jan 04, 2010 9:07 am GMT    Post subject: Reply with quote

Duels is one of those things that will never die, but grows very slowly...

one reason it slowed down this last time was because I moved 800-ish miles and got a new job.

another is that the 'theory' isn't 100% scalable. it breaks down at the lowest and highest levels. Don't know how to resolve that just yet...

for example, a first level firewalker mage. If we make 1pt spells he will clean house. otherwise you are gonna get beatup a lot.
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PostPosted: Mon Jan 04, 2010 9:16 am GMT    Post subject: Reply with quote

I see, Cliff ... I hope you can "work around that" one day!
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PostPosted: Mon Jun 20, 2011 12:42 am GMT    Post subject: Reply with quote

This idea of playing Duels sounds exciting. Are the rules available anywhere? The website mentioned in one of the posts above is down.

Cheers,
Herman
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cliffwiggs
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PostPosted: Mon Jun 20, 2011 8:53 am GMT    Post subject: Reply with quote

this is an old project. if marks site is down then only the rules on this forum still exist.

it never got much farther than the concept game.

however if you like the concept. the 'Quests' is in the same vein and will be available later this year as a preview.
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PostPosted: Sun Sep 11, 2011 9:14 am GMT    Post subject: Reply with quote

I was looking through some hard drives this morning for pictures and came across some handout downloaded from Mark Wiker's Donjon. Do you have handout 1.02 or later? It may be irrelevant now with the other ones.
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cliffwiggs
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PostPosted: Mon Sep 12, 2011 6:53 am GMT    Post subject: Reply with quote

Yes, I'm pretty sure I have them.

You are correct this is almost a dead area and will probably just disappear someday soon-ish....
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PostPosted: Mon Sep 12, 2011 7:38 am GMT    Post subject: Reply with quote

We should leave this up for the history. I could lock it like the old rules section. I'm pretty sure I have a image of that website. I'll have to look to night.
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ddicerc
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PostPosted: Tue Sep 13, 2011 7:41 pm GMT    Post subject: Reply with quote

Here are links to the handout and to a character sheet. I played this at ShoreCon in 2001 with Scott Ostrander guiding us through.

http://home.comcast.net/~DDiceRC/DDRC/Dragon_Dice_Duels_Handout_v1.02.doc

http://home.comcast.net/~DDiceRC/DDRC/Duelist_Character_Sheet_v1.01.doc
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cliffwiggs
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PostPosted: Wed Sep 14, 2011 7:29 am GMT    Post subject: Reply with quote

at gencon I played a lot with MarkW and we expanded the rules a lot for experience points, etc...

but none of it got written down, so its lost.
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