Vandal Warlord
Nazgûl
The Great Horse Race
Hello all and all, Vandal here, telling you to hitch up you horse and come down to the Third Hall of Thundering Hooves. All are welcome.
The Prizes are as follows
1st place- 300Y
2nd place- 150Y
3rd place- 50Y
Basic Rules
Each participant will create characters with 3 stats. They will have 15 points to distribute in this stats in any manner they see fit.
The stats are
Agility- affects the riders ability to stay on there horse and there ability to whip other horses
Strength- affects the riders ability to stay on the horse and there ability to control it affecting speed
Horse sense- not used during the race but used to determine the order in which participants chooses there horses
The participants will chooses there steeds in order of there horse sense scores, with ties being broken by the person who posted there stats going first. Each stead has 3 statistics
Speed - how fast the horse will run
Endurance - How long the horse can run and take a pounding
Fire - How difficult the horse is to control – affects the rider’s ability to stay on the horse.
Each turn the rider has several options
Ride hard - using there whip to make the horse go faster than usually and using up endurance. This also increases the risk of falling off the horse
Run Steady - go at a steady pace, using some endurance but less than riding hard
Go easy - hang back and conserve the horse’s strength
In addition if a rider chooses to run steady or go easy they may choose to whip a horse that is near them.
Details if you want to see them on how everything is calculated
Please post for entry.
Hello all and all, Vandal here, telling you to hitch up you horse and come down to the Third Hall of Thundering Hooves. All are welcome.
The Prizes are as follows
1st place- 300
2nd place- 150
3rd place- 50
Basic Rules
Each participant will create characters with 3 stats. They will have 15 points to distribute in this stats in any manner they see fit.
The stats are
Agility- affects the riders ability to stay on there horse and there ability to whip other horses
Strength- affects the riders ability to stay on the horse and there ability to control it affecting speed
Horse sense- not used during the race but used to determine the order in which participants chooses there horses
The participants will chooses there steeds in order of there horse sense scores, with ties being broken by the person who posted there stats going first. Each stead has 3 statistics
Speed - how fast the horse will run
Endurance - How long the horse can run and take a pounding
Fire - How difficult the horse is to control – affects the rider’s ability to stay on the horse.
Each turn the rider has several options
Ride hard - using there whip to make the horse go faster than usually and using up endurance. This also increases the risk of falling off the horse
Run Steady - go at a steady pace, using some endurance but less than riding hard
Go easy - hang back and conserve the horse’s strength
In addition if a rider chooses to run steady or go easy they may choose to whip a horse that is near them.
Details if you want to see them on how everything is calculated
Spoiler :
Spoiler:
Whipping another horse
A rider can only whip the horse to there left and right at the start (order determined randomly) and within one horse length during the race.
If a rider chooses to whip an opponents horse he must make a “hit role” If he makes this hit role the opposing rider’s horse loses .5 endurance and the rider’s chance of falling off his horse is increased by 5%. If he misses the to hit role the rider whipping increases his chance of falling by 5%
The equation for the to hit role is a 100 RNG that must be below ((2 + agility) * 10%)
Staying on the horse.
Each turn a 1-100 RNG for each rider this number needs to be above there fall chance for them to remain in the race.
The fall chance equation is (.17 *(5 + agility + Strength – 2 * (fire)/ 40))*75)
This number can be modified by the following factors Riding hard +5%
Go Easy - 5%
Whipped by another player +5%
Speed
The following is the basic equation that is used to determine distance travelled
Ride hard 5*Speed + Strength + 20 RNG
Run Steady 4*Speed + Strength + 20 RNG
Go Easy 3*Speed _+ Strength + 20 RNG
In addition after the first two turns an endurance adjustment comes into play. This endurance adjustment starts out as being weighted as .5 (in relation to the attributes above) and increases by.5 in weight each turn till is has a weight of 2 in the final turn.
If two horses are within 5 distance points of each other are within a length.
Endurance
Each turn a horse spends energy running. The base amount of this reduction is based on the choice or riding speed.
Ride hard 2 pts END
Run Steady 1 pt END
Go Easy .5 Pt END
In addition
Being whipped causes a .5 END lost
Being in the lead at the end of a turn causes a .5 end lost (wind breaking)
The Endurance at the end of the turn is used in the distance calculation from turn 3 onward.
Breaking down
If a horse goes below endurance it starts to break down and the following penalties occur
All endurance costs below 0 are doubled
The distance the horse travels is multiplied by 1- (END/10)
The horse with the highest distance total and the end wins
Whipping another horse
A rider can only whip the horse to there left and right at the start (order determined randomly) and within one horse length during the race.
If a rider chooses to whip an opponents horse he must make a “hit role” If he makes this hit role the opposing rider’s horse loses .5 endurance and the rider’s chance of falling off his horse is increased by 5%. If he misses the to hit role the rider whipping increases his chance of falling by 5%
The equation for the to hit role is a 100 RNG that must be below ((2 + agility) * 10%)
Staying on the horse.
Each turn a 1-100 RNG for each rider this number needs to be above there fall chance for them to remain in the race.
The fall chance equation is (.17 *(5 + agility + Strength – 2 * (fire)/ 40))*75)
This number can be modified by the following factors Riding hard +5%
Go Easy - 5%
Whipped by another player +5%
Speed
The following is the basic equation that is used to determine distance travelled
Ride hard 5*Speed + Strength + 20 RNG
Run Steady 4*Speed + Strength + 20 RNG
Go Easy 3*Speed _+ Strength + 20 RNG
In addition after the first two turns an endurance adjustment comes into play. This endurance adjustment starts out as being weighted as .5 (in relation to the attributes above) and increases by.5 in weight each turn till is has a weight of 2 in the final turn.
If two horses are within 5 distance points of each other are within a length.
Endurance
Each turn a horse spends energy running. The base amount of this reduction is based on the choice or riding speed.
Ride hard 2 pts END
Run Steady 1 pt END
Go Easy .5 Pt END
In addition
Being whipped causes a .5 END lost
Being in the lead at the end of a turn causes a .5 end lost (wind breaking)
The Endurance at the end of the turn is used in the distance calculation from turn 3 onward.
Breaking down
If a horse goes below endurance it starts to break down and the following penalties occur
All endurance costs below 0 are doubled
The distance the horse travels is multiplied by 1- (END/10)
The horse with the highest distance total and the end wins
Please post for entry.