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Archery Rules

The following rules are designed to simulate a target-shooting competition via dice in a roleplay setting. While all references within usually refer to archery, a variety of other ranged competition can be conducted as well, including musketry, javelins, throwing knives, pistols, gunblades, and other suitable arms. The rules below enumerate the size of a competition, the process of play and engagement, as well as guidelines regarding remuneration for contestants that manage to win their competition.

Two teams will be able to sign up:

Team One: 4-16 Archers (Bows & Crossbows)
Team Two: 4-16 Gunmen (Gunblades, Musketry & suitable guns.)

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Side competitions may be planned for other ranged weapons. 

Break Down

Prizes

-- Top Four will each get 100k gil

-- Winner will get an additional 50k gil
 

-- Archery, Riflery, and Pistolry may be contested with any of the following target values

Shooting Rules

/dice 1d25

1-20 = the number of points. Example:

1 = 1 point
5 = 5 points

10 = 10 points

15 = 15 points

20 = 20 points

Each competitor gets three shots (3 dice rolls), allowing for three chances to strike the target. Each target is made of concentric rings. Each competitor will use /dice in accordance with the number of rings listed on the table below the document. Scores are recorded in accordance with the dice roll, except in cases where they roll within the miss-range, which is always recorded as a 0. As an example, for a 20-point target, roll a d25. A score of 1-20 is recorded as a strike; rolls of 21-25 are recorded as misses.

Other sized targets can be used for different compitions & games. 

Time Limit

5 Minute Post Limit

Each shooter will have no more than 5 minutes to take their shot (make a roll and post). Failure to post during their turn will forfeit their opportunity, and it will be treated as the shooter not shooting within the allotted time period. Failure to loose a shot in the allotted period will score a “0” for that rotation for that person, but will not disqualify them from later opportunities in that round.

Elimination

3 Rounds

At the conclusion of each round, the bottom half of each group’s scorers (nominally, two contestants) are summarily discharged from the competition. New competition groups are formed from those that advance, with selection being decided in the event of a tied shooting score by the tiebreaker rules enumerated below. Play will continue until only one competition group remains. At the conclusion of the final group’s contest, the highest-scorer will be declared the winner of the competition.

-- Darts may be played as well, with the following rules. Roll 1D100.

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The Dice & Event Rules found on this page is protected by copyright & should not be used without permission of the creators. Please contact site owners for personal use.

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