The Basic Stats
- Name: Click the text box and type in a name for your Dude.
- Number: Each Dungeon Dude has a unique number that identifies it and its save code.
- Level: A general indicator of your Dude's overall strength and worldly knowledge.
- Experience Points: Gained for performing almost any action. As they reach certain amounts, your Dude will advance to the next highest level.
- Base Attack: Your Dude's basic skill when attacking another Dude. The higher the better. Base Attack divided by 2 rounded down is your Attack Bonus.
- Base Defense: Your Dude's basic skill when defending against another Dude. The higher the better. Base Defense divided by 2 rounded down is your Defense Bonus.
- Hit Points: A general indicator of your Dude's current physical condition and the amount of damage it can withstand before fainting.
- Gold Pieces: Money, money, money. The basic currency in the realm of Dungeon Dudes.
The Basic Commands
- Explore: Your Dude spends most of its time aimlessly wandering around. Various good and bad things can happen to your Dude.
- Practice: A safe way to earn experience points by practicing real or imaginary skills.
- Train: With enough training, your Dude will be able to learn new skills to use when playing offline.
- Rest: If your Dude gets tired, bored, or loses all of its hit points, it will have to rest.
- Eat: A Dude's gotta eat; and sometimes it restores hit points.
- Erase All: Think carefully! Everything gets reset to its level 1 defaults.
- Edit: Allows you to delete items and skills to make room for things your Dude might find more interesting.
Other Game Terms
- Attacking Dude: In a battle, the Dude who is attacking is the ... Attacking Dude.
- Defending Dude: In a battle, the Dude who is being attacked is the ... Defending Dude.
- Winning Dude: The Dude who wins a battle is the ... Winning Dude
- Leader Dude: In a Team Battle, the Leader Dude is the one who is currently involved in the battle.
- Faint: If a Dude's hit points are less than or equal to zero, then that Dude has fainted. The wandering monsters are likely to steal some or all of your gold.
In a battle, the first one who faints is sometimes called the Loser Dude.
- Attack Bonus: This is the number next to the Base Attack. It is equal to the Base Attack divided by 2 (rounding down).
e.g. If Zed has a Base Attack of either 14 or 15, his Attack Bonus will be +7. This is recorded next to the Base Attack like so, "Base Attack 15 / +7"
- Defense Bonus: This is the number next to the Base Defense. It is equal to the Base Defense divided by 2 (rounding down).
e.g. If Zed has a Base Defense of either 16 or 17, his Defense Bonus will be +7. This is recorded next to the Base Defense like so, "Base Defense 16 / +8"
Understanding The Dungeon Dude Combat System
"Because A Dude's Gotta Fight"
Dude Vs Dude Mode
The Basics:
- Determine who attacks first. Each player rolls a twenty-sided die. The one who rolls the highest number gets to attack first.
- Determine whether or not the Attacking Dude scores a hit. The Attacker rolls a twenty-sided die and adds his Attack Bonus. The Defender rolls a twenty-sided die and adds his Defense bonus.
If the Attacker's modified die roll is higher than the Defender's modified die roll, then a hit is scored.
- Determine how much damage is dealt. If a hit is scored, the Defending Dude loses 1-4 hit points (roll a four-sided die).
- Play alternates. The Defending Dude now becomes the Attacker and vice versa. Play alternates until one of the Dudes faints (i.e. has zero or less hit points).
The last Dude standing is the Winning Dude.
Example: Zed (Attack 14 / +7, Defense 14 / +7, Hit Points 10) vs Bob (Attack 16 / +8, Defense 16 / +8). Both players roll a twenty-sided die. Zed's number is higher, so
he is the Attacking Dude. Zed rolls a 12 and adds his +7 Attack Bonus to get 19. Bob rolls a 9 and adds his +8 Defense Bonus to get 17.
Since a 19 is more than 17, Zed scores a hit and rolls a four-sided die (result is 3). Bob loses 3 hit points. Now, Bob becomes the Attacking Dude and Zed becomes the Defending Dude.
In the next round, Zed is attacking, then Bob, then Zed, etc. until one of them faints. The last Dude standing is the Winning Dude. The Winning Dude can rest to regain its hit points then
fight another Dude.
Using Combat Skills
Attack Skills: Characters with Attack Skills gain an extra +1 Attack Bonus/per skill. Dungeon Dudes are very adept at combining fighting styles, thus Attack Skills are cumulative. The list of Attack skills for this set of Dungeon Dudes is as follows:
Martial Arts, Swordplay, High Kick, Body Throw, and Grapple.
Defense Skills: Characters with Defense Skills gain an extra +1 Defense Bonus/per skill. Dungeon Dudes are very adept at combining fighting styles, thus Defense Skills are cumulative. The list of Defense skills for this set of Dungeon Dudes is as follows:
Knee Lock, Strangle Hold, and Acrobatics.
Example: Zed (Attack 14 / +7, Defense 14 / +7, Hit Points 10) vs Bob (Attack 16 / +8, Defense 16 / +8). If Zed is skilled in Martial Arts and Grappling, his
Attack Bonus would effectively be +9 (determined by adding his Base +7 and +1 for each of his two Combat Skills). If Bob is skilled in Acrobatics, his
Defense Bonus would effectively be +9 (determined by adding his Base +8 and +1 for his Combat Skill).
Using Combat Items
Weapons: Characters with a weapon gain an extra +1 Attack Bonus and a +1 Damage Bonus i.e. the damage is determined by rolling a four-sided die and adding 1 to the result.
Dungeon Dudes are not very adept at using multiple weapons, so Weapon Bonuses are not cumulative.
Armor: Characters with armor gain an extra +1 Defense Bonus per item. Armor bonuses are cumulative.
Example: Zed (Attack 14 / +7, Defense 14 / +7, Hit Points 10) vs Bob (Attack 16 / +8, Defense 16 / +8). If Zed is fighting with a Sword, his Attack Bonus
would effectively be +8 (determined by adding his Base +7 and +1 for the weapon. He would also get a +1 Damage Bonus when he scores a hit. If Bob is wearing a helmet,
a legpiece, a shield, and gauntlets, his Defense Bonus would effectively be +12 (determined by adding his Base +8 and +1 for each piece of armor).
Team Vs Team Mode
- Assemble your teams. Each player chooses a set of Dudes and totals all of their levels. The totals for each team should be within 2 levels. For example, an evenly matched team could be
Zed (Level 5), Bob (Level 8), and Mac (Level 1) fighting against Mark (Level 10) and Dirk (Level 3).
- Choose the Leader Dude. Each team secretly chooses a Leader Dude.
- Enter Dude vs Dude Mode. Determine initiative, hit, and damage as described in Dude vs Dude Mode. Alternate so that the Defending Dude gets a chance to attack.
- Secretly choose new Leader Dudes and repeat.
Arena Style
When fighting Arena Style, the Dudes do not get to rest and regain their hit points between fights. What they have left at the end of the fight is what they have left
at the beginning of the next fight.