Board Thread:Off-Topic Activities/@comment-26877467-20181202192833

You and your band of adventurers are exploring a dungeon. People say it's full of traps, puzzles, and monsters. You want to find any treasure might be strewn about it.

NOTE: If you participated in the version on the Geometry Dash Wikia, your character will NOT be transferred over. We are starting over.

Rules
When playing, you can do 1 to 2 actions per update. An action is something you do, whether it be using an item, using a weapon, inspecting something, or doing something. Squeezing in any more than 2 actions between updates will give you debuffs, inaccuracy, or inefficiency.

To join the game, you need to use your two  Wild Cards  and pick your character's  skill . (see below) You will start out with 10 HP and 10 MP. (health points and mana points) You can join at any time, even if the game has already started. If you join late, the number of  Wild Cards  and  skills  you get to start with may be increased to raise you to the level of the other players, but it will always be at least two  Wild Cards  and one  skill , so pick those first, and then you'll get any extras to spend on the next update.

If your HP reaches 0, you will die. Dead players will become ghosts. Ghosts cannot take damage, and can enter the beings of others, revealing their thoughts. They also cannot interact with anything, and can pass through everything. Ghosts can still communicate with the other players. Ghosts will automatically become revived after 5 turns unless revived by another player/event. Once a ghost is revived, it will be at 2 HP and full mana.

All players regain 1 MP each turn they do not spend any.

Trading/giving items does not cost any actions, as long as the two of you are within an accessible walking distance of each other. If, say, you are on one side of a spike pit right now and want to give something to someone on the other side, you will have to spend an action throwing your item across. If your item is too heavy, the chance of it successfully being thrown across isn't even guaranteed. But if the two of you were on the same side of the pit, then trading would cost no actions.

Right before the inventories are displayed in each update, there will be collapsible menus detailing everything you know about the room, revised to match any information you gain each update. When entering a room, the description will not be within a collapsible menu for convenience.

Items left unclaimed are still mentioned in the room description. Picking up items doesn't cost any actions as long as the item is easily accessible to you.

Moving around (when not in combat) to an easily-accessible area (like if there's regular floor or stairs in between where you are and your destination) costs no actions.

If you want to proceed to the next room, you don't have to wait for the others. After one person is able to make it to the next room, what they can see of the next room will be added to the bottom of the room description togglebox.

A turn is 1 update.

ITEMS

This game is full of items. Items will be pretty essential to completing the dungeon. Items can be weapons, scrolls, food, staffs, or really anything. Inspecting things is a great way to stumble upon items. You can even inspect the bricks around you if you have nothing better to do. An example of an item would be this:


 * Bowl of spaghetti of doom:
 * Edible (+3 HP)
 * The spaghetti noodles are cursed with doom and whoever comes into contact with them will take 6 DMG of doom
 * Separable into Bowl and Spaghetti of doom

Some items are usable only once. Some can be used indefinitely. Some may require spending MP (or even HP ) to use. All necessary information about an item will be displayed in its description in the inventory section of updates.

A  Wild Card  is an item that whoever has can replace with whatever item they want. When using a  Wild Card , state that you are using it, what the name of the item you're choosing is, and, if necessary, describe what it does. ''Do not assign numbers to it. Any numbers you specify will be ignored.'' In the next update, I will turn it into an item and supply the numerical values to it.

Of course, there are limits. As a general rule of thumb, you can't make your  Wild Card  into something that will easily solve most possible problems. Here is a collapsible list of more specific rules for you:


 * Nothing larger than yourself
 * Nothing that will destroy/damage the dungeon
 * Nothing that will kill everything in a room
 * Nothing that will kill anything with only one use
 * No teleportation with ranges beyond the room you are currently in
 * Avoid time travel to the past/future
 * Avoid pausing things in time
 * Avoid setting things to move backwards through time
 * Slow motion and fast forward are allowed
 * Nothing to ridiculously amplify yourself (e.g. a device that sets your momentum to the sum of everyone's)
 * No more than 1 item per  Wild Card 
 * Nothing that can give you a variety of other items
 * Nothing that can give you  Wild Cards 
 * Nothing that can give you  Free Skills  (see below)
 * Nothing that can summon more than 10 things at a time
 * Nothing that can create any items other than weak or marginally useful ones
 * No mind control
 * Nothing that can give you control over something majorly present in the room (like the walls)
 * This stems from Rule 0: Anything that I say is too overpowered is such, and I am free to nerf/modify/cancel it as I wish. Any canceled  Wild Cards  will be returned to you.

When starting the game, you will have 2  Wild Cards  that you must use in order to start. These two are slightly different than most of the other  Wild Cards  in the game, because I will assign a random attribute to them. The name will have "of ___ing" added to the end, where the blank is a random verb from https://randomwordgenerator.com/verb.php, and a bullet point added along the lines of "gives the user proficiency in accounting" or "can reinforce things". These have a chance of being bad, but if they are, then the random attribute will just be cancelled.

SKILLS

You'll also have skills. These are what you're good at. Being proficient at something improves your RNG during tasks involving it. These also include abilities, such as  Super Jump . When joining the game, you have to pick a skill. The same rules to  Wild Cards  apply to picking a skill here.

There are a few items called  Free Skills  that, when used, will give the user a skill of their choice.

COMBAT

During combat, there are four places in which things can be: Certain things work better in certain ranges than others. For instance, you cannot punch the monster when you're far away from it (unless that's something you specifically can do via an item/skill). In addition with your two actions, you are allowed to move to a adjacent location once between updates (for instance, you can move from Near to Middle). 
 * 1) At the monster
 * 2) Near the monster
 * 3) Middle distance from monster
 * 4) Far from the monster