
Initiative : 1d6 Scoring : Before a match gets underway, a few things need to be established. First, the type of match being fought, then the number of 'hits' you will go until the match is over, what restrictions are in force, then the dice being used, and who will keep score (or proctor) the match.
*** Finally, you roll initiative or init., which is *always*, ALWAYS(unless you are Mass Sparring) 1d6, or 1 dice, 6 sides. (type .dice 1d6 enter). Whomever rolled lowest automatcially got 'honors' or last hit. *this is the way its done in Lara* (By The Way, to get last hit should be your desire, because if even though you don't go first, you get to hit last if your oppenant gets all the hits in first.) Restrictions in matches are things like only weapons. Also, whether or not you want SIDs, which is short for Selfies, Instants, and Doubles. The score keeper, or proctor keeps tract of the number of hits each person has. Both fighters must agree to the rules and restrictions before the match, or you don't have to fight at all. Finally, after all that, you now can fight. To fight, you must first state your attack, then roll your dice, and it it considered good form to react to your attackers attacks, or at least the ones that hit.
* Spar:You're fighting just to fight. Nothing is at stake.
* Slave Match (SM): The loser becomes the winner's slave for an amount of time that is determined before the match.
* Release Match (RM): To release a slave from someone's mastery or to release a POW.
* Honor Match (HM): When one person seriously casts doubts on your honor, and you don't like it.
* Death Match (DM): When you want to kill someone. The loser, if not brought back to life by the winner, must delete their Screen Name (SN) or their profile.
* War Match (WM): A match fought in a war.
* Prisoner of War Match (POW): A match also usually fought in war. The loser is a 'prisoner' of the winners guild for a pre-determined set of time.
Dice for Sparing : 2d20
1 - 15 = 0 hits
16 - 25 = 1
26 - 39 = 2
40 = 3 knockdown
Selfies are if you roll 1, you get hurt.
Instants, if you roll the highest side you can with your dice on both, like 20 20 or 36 36, the match is automatically over, with you the winner.
Doubles are if you roll a double of anything else, you go again.