Timed out, 6 votes to 5 (including 2 imperial). Enacted by Kevan.
Adminned at 24 Oct 2008 07:34:49 UTC
[ A reworked version of the earlier proposal, based on feedback. The only comments I’ve knowingly ignored are “somehow factoring in stats” (which I think is better developed through future proposals, one of which I’ll try next), “make dodging have a chance of failure” (again, perhaps better through an add-on proposal), and the general dislike of symmetry (which stat-factoring will fix, and which will go out the window anyway when we start adding weapons).
I’ve dropped the “Surrender” move (you can just make your final moves as dodges, if you’ve got a bad feeling), and made it so that ties are broken by the fewest dodges. ]
Add a new Dynastic Rule, “Duels”:-
Any Clan Lord may announce a Duel, by posting a blog entry whose title begins “Duel:”.
Any Clansman apart from the Clan Lord who announced it may step forward to fight in that Duel by posting a comment to it, stating such an intention, and listing the Items they are holding. The first two Clansmen to do so are considered to be the Duel’s Combatants.
To fight, each Combatant must send a private message to the Clan Lord who announced the Duel, listing ten sequential Combat Moves. Valid Combat Moves are:-
- Use an Item (specifying one of the Items the Clansman was holding when they accepted the Duel).
When a Clan Lord has received a list of ten Combat Moves from each Combatant, he works out the results of the ten Combat Rounds, in sequence. In each Combat Round, the Combatant will perform their specified Combat Move, to the following effect.
- If one Combatant Punched and the other Kicked, the Punching player is kicked back and takes Damage.
- If one Combatant Kicked and the other Grabbed, the Kicking player is thrown to the floor and takes Damage.
- If one Combatant Grabbed and the other Punched, the Grabbing player is intercepted and takes Damage.
- If a Combatant used an Item, it has whatever effect is defined for using that Item in combat.
If a Combatant is Dead at the end of a round, the Combat ends immediately and its remaining Combat Moves are ignored.
At the end of Combat, the Clansman with the Health nearest to “Superb” (if one exists) is declared the winner. If tied, the Clansman who made the fewest Dodges is the winner (if still tied, there is no winner). The winner gains 1 Honor.
Once the Combat has been processed, the Clan Lord posts the results in a further comment to the Duel’s blog entry, and updates the GNDT stats of the Combatants if required.
If 24 hours have passed since a Clansman stated an intention to fight, but no Combat Moves have been submitted to the Clan Lord for it, that duel is cancelled and that Clansman (or men) who failed to supply Combat Moves each lose 1 Honor.