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A simple roleplaying idea for chat based games and roleplay.

Started by Fen, March 18, 2012, 05:57:54 PM

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Fen

Consider this.

Games and roleplay in which people role the dice, but find it too complicated with the number of dice rolls that may be required for an accurate (opinion related accuracy) answer to when an action takes place.

Though this doesn't apply to nearly all the games played here. I'm wondering if for roleplaying in more detail then that would be required for Truth or Dare, Strip poker, ect.

These fields can include but aren't limited to:

Combat RP
RPG
Events that may endanger, change, or subject a character to something that would possibly invoke change. (IE: Taking damage, finding an important object, conversing with other characters about story sensitive material.)

A suggestion for this to be 'simplified' from what could be an overwhelming amount of dice rolling, character movements that last for only a few seconds (as which is usual for D&D players if I am correct.), and the usual time it may take to finish such things as combat and RPG.

Consider it more so a means to cut time down on such things. Because a fight in RP needn't take six hours to simply clash swords with two combatants.

Earlier today I thought out a formula with some simple rules that should help to make such things possible.

Two dice are rolled. One would be a 20 sided dice. A /roll 1d20 command applies this into the chat for those who are unfamiliar with it.

This counts towards your ability and how it is dealing with the situation at hand. No modifiers come into play with this dice. No roleplay is played out here. I'll call it the "Character Action/Response Roll" or CARR for short.

It would play out like this. 0-3 is considered critical failure. (EX: You swing your sword, and not only miss but may hurt yourself seriously.)
3-18 is success. Though only on the aspect that you did everything right on your end. (EX: You swing your sword. Firm grip on the blade, no missteps. But nothing special.)
19-20 Is Critical success. You did everything right, and came out with a bit more then you expected. (EX: You swing your sword with perhaps twice the force because you shifted your stance just right and swing the sword perfectly.)

The second roll is somewhat more important then the first, because this decides how well the action plays out. Giving both sides in combat a chance even when it is unbalanced. I will call this the "Success Event Roll" or SER for short. This is done with a 10 sided die. A /roll 1d10 command will roll this dice. Modifiers apply to this roll.

This roll decides just how good or bad the event was for your character.

The higher the number, the more 'good' or 'bad' the even takes place. Modifiers can add or subtract to this number. Though it cannot go any lower then 0 or higher then 10.

For further description.  I'd give levels of success/failure.

0 brings nothing to the table. Hits connect, but don't do serious damage because of armor/fur/angle of the blow. Consider this the 'grazing blow' number in combat. In RPG situations, sneaking individuals are still sneaking. Watch guards are still watching. Characters looking for something are still looking.

1-7 would be a normal action taken, and a normal situation applied. This would make the situation successful or failure in response to the CARR. (EX: Walks across ice with little slipping. Or walking across ice and slipping often.)

8-10 would bring a severe degree to the action if given a good or bad CARR roll. This makes the 'very good' rolls into 'very good' actions. And 'very bad' rolls into 'very bad' actions. Otherwise this is considered a success or failure on a normal level.

Now to talk about modifiers. Oh boy...I'd suggest that the modifiers should be limited to 0-4. 0 being no experience and 4 being 'a lifetime' of experience in the situation. But I'm going to leave this up to the roleplayer's discretion, but I do ask that if you are wishing to use modifiers that you do so with serious consideration on your character's experiences in the past. And to have back story to back it up. If you haven't back story, then I wouldn't suggest it for sake of passing up arguments.
All in all, I would recommend having a modifier of 1 for experienced. 2 Well versed in the field. And 3 being highly skilled. And keeping it at that.

The modifiers come into play as such. Good events get better. Bad events get less terrible. Simple addition and subtraction of the modifier to that area would apply the mod. Adding to the SER for good, and subtracting for the bad.

(EX: A good SER brings a 7 to the table, but a mod of 1 changes that to an 8. Possibly making it a critical success. While a bad SER brings an 8 to the table, the same mod changes that to a 7. Possibly avoiding disaster.

Ok, now if you haven't left the page yet to do something else. I'm open for answering questions about this. I do recommend that you ask them here, so the responses can be noted for others who may have the same question.