"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.