Administrator
|
|
|
|
|
Posts: 50
|
|
Rep:
0
|
|
workaholic
|
Salvation /salˈvāSH(ə)n/ noun
deliverance from sin and its consequences..
|
Authored By
deva
|
|
|
Post by Admin on Apr 9, 2016 19:01:44 GMT
[attr="class","genborder"] [attr="class","genbg"][PTabbedContent][PTab= [attr="class","gentab"]ROLL SYSTEM ] [attr="class","geninfo"] [attr="class","gendesc"]Here at TEG we wish to add more of a game element to our RP. We will be taking some common elements and adding our own elements to help it feel unique and fresh. The essential aspect of this system is that we will be rolling dice. To be more specific, a d20 die. If you have ever played Dungeons & Dragons or various other table top games you will have encountered this die. The d20 is a 20 sided side labeled from 1 through 20. The biggest question is how do we roll? Well, rolls come into play whenever your character must make a certain type of check. These checks will be relative to the skills in the skill list including skills such as Marksmanship, Bluffing, Stealth. If you look through the skill list you will notice that our skills cover a large portion of events you may encounter meaning you will experience almost every check at least once. How your chosen skills come into play will be explained later. Unlike other sites we will not be using a Hit Points or other resource system. Instead, the result of a check will entirely depending on the check (explained later) and how the situation was Role Played out to begin with. If you are shot you don't lose 50 hp, you may just die. It should also be noted that this system we will moderated entirely by staff using this simulated d20 roll table. This means that our roll system will only be used in STAFF APPROVED threads and although all event threads will use the system, players can request to have staff moderate their own threads using the system as well. [/PTab][PTab= [attr="class","gentab2"]ROLLS OF FATE ] [attr="class","gentitle2"]HOW ROLLS ARE APPLIED [attr="class","geninfo"] [attr="class","gendesc"]As mentioned in the introduction, whenever a thread is affected by the roll system that means certain events and actions will require a roll to check how they result. This may test your reflexes, your strength or even your ability to lie. How your character interacts with the world will no longer be entirely up to you.
In many cases there will be a predetermined threshold or "minimum number" you must pass in order to succeed the check. In some cases you will know what this number is before you attempt to pass a check so you can decide the best course of action. Let's use an example:
You approach a guard who is blocking the door to the security room. You do not have the proper clearance to get through so you will need to either lie or force your way through. The staff has already said you need to roll a 10 or higher to pass a bluff check. You choose to lie and this is the end of your post.
The next post will be the moderator who will roll the d20 to decide if you pass. For the safe of discussion let's assume you do not have the bluffing skill so you only get the number you roll. The roll comes up as a 12 and you successfully lie.
Your next post should describe how you managed to say a successful lie and then you can proceed past the guard.
This is the basics of the roll system. You will write an action in your post and then the staff will roll a die to see if you pass and then your next post will be written depending on if you pass or failed. [attr="class","gentitle2"]HOW SKILLS AFFECT ROLLS [attr="class","geninfo"] [attr="class","gendesc"]The system itself does possess a lot of luck, but there are ways of manipulating the odds in your favor. One way is through the use of your skills. Each skill you have has a rank and number associated with it. Rank 1 skills give +2, Rank 2 give +3, Rank 3 give +4, etc. The +x mean that when a roll is made you will get a bonus added to that roll. Here's an example:
Earlier we rolled to see if we would pass the bluff check of 10 and we rolled a 12, thus passing it. Instead, let's say we rolled a 9. Normally we would not pass it, but in this case we also look and see we have Bluffing Rank 2.
Since this is a Bluff Check that means we would add the Rank 2 bonus of THREE to the roll. So instead of a 9 we now have a 12. Because we had bluff as a skill we were able to succeed the check.
Your skills will give you an edge on the dice with an extra boost to your roll. These are vital when we get to very difficult checks or even checks in which you could not pass without a bonus attached. [attr="class","gentitle2"]HOW ROLE-PLAY AFFECTS ROLLS [attr="class","geninfo"] [attr="class","gendesc"]Of course there is more than luck involved with this system. This is still a role-playing site and thus is part of the combat. While a roll will ultimately decide the result, you may write yourself into a more favorable position through the use of RP and creativity.
By thinking as creatively as you can you can write out a situation to where before a roll is even made you have some sort of edge. In general, these check thresholds you must meet can be lowered (or raised) by the actions you perform in a thread. Let's do one last example:
We know that the guard requires a roll of 10 in order to succeed, but we aren't sure about our odds. So instead we try and think of a way to possibly bribe or district him.
Earlier we found an item that not only belonged to him, but could tie him to illegal activities that could result in him being fired or even arrested. We take the item and present it to him threatening to take it to the police if he doesn't agree to let us through. Since the piece of evidence is so strong against him he does as we ask without even needing a check.
In some cases you of course may need to pass other easier checks to get the items you need to bypass checks, but in general you can only help yourself by thinking creatively about the problems at hand. [attr="class","gentitle2"]TL;DR [attr="class","geninfo"] [attr="class","gendesc"] The dice system will only be for important plot/site changing events, hard core threads, special events, or threads members wish to be moderated All threads using the roll systems must be staff approved All actions will be determined by rolling a d20 Your skills can add to the roll to make the number higher Writing a creative RP post can help you pass checks [/PTab][/PTabbedContent]
|
|
Administrator
|
|
|
|
|
Posts: 50
|
|
Rep:
0
|
|
workaholic
|
Salvation /salˈvāSH(ə)n/ noun
deliverance from sin and its consequences..
|
Authored By
deva
|
|
|
Post by Admin on Apr 9, 2016 19:28:28 GMT
[attr="class","genborder"] [attr="class","genbg"][PTabbedContent][PTab= [attr="class","gentab"]COMBAT ] [attr="class","gentitle2"]WHAT DEFINES A COMBAT THREAD [attr="class","geninfo"] [attr="class","gendesc"]The previous section described what is the basic foundation of our roll system. Now you will understand how combat in TEG works, but first we have to discuss was signals something as a combat thread.
A combat thread is when players are either in combat with one another or against NPCs (controlled by staff) and use their combat skills for their rolls. So skills such as marksmanship and martial arts are put to the test here. Imagine going into combat similar to beginning a battle in a RPG. You will be limited (almost) entirely to your combat skills with the exception of some non-combat skills that can be potentially applied
Since combat and non-combat situations use entirely different systems we have to break up our threads into these two types. Over time we will see if separating the the threads entirely (even if it means breaking a thread in two) or using alternating systems in a single thread is superior. [attr="class","gentitle2"]PHASES OF COMBAT: THE INITIATION PHASE [attr="class","geninfo"] [attr="class","gendesc"]The first phase of any combat thread is the initiation phase. This phase will only occur once unless there is a long pause between combat and the battle is reset.
The initiation phase decides the post order of all of the combatants. Each person will roll (including a staff if there are NPCs involved) and decide post order at the start of combat. For those who have played D&D or other table top turn based RPGs you will know this as the roll for initiative.
Once the rolls have been completed (again, rolled by a staff) the staff will organize a post order into the first post. Then standard post order rules apply from first to last then back to first. Let's do an example:
We have Players 1, 2, 3, 4 and Staff. Using the d20 we roll for post order.
The rolls come back as:
Player 1: 5 Player 2: 15 Player 3: 11 Player 4: 7 NPC: 9
This means the post order will be:
Player 2 Player 3 NPC Player 4 Player 1
One of the reasons we do this is because in combat situations there can be advantages to going first since you will not always be forced to make a defensive action. Also its an easy way to decide post order.
In the event of using NPCs staff may roll multiple times for multiple NPCs. [attr="class","gentitle2"]PHASES OF COMBAT: THE SETUP PHASE [attr="class","geninfo"] [attr="class","gendesc"]Once you know your post order there is a secondary part of the initiation phase. The thread moderator will create the first post that will describe the setting for all combatants. How big the area is, what kind of structures are around, are there additional levels, stairs, etc. Players must abide by by the setting provided by the admin. If they have a question about the environment that wasn't mentioned then they should either PM or ask OOC.
After the first staff post (this does not include NPC posts) then all players will create an introduction post in their post order. So using the above, Player 2 would write the first intro post that would describe where they are in the area, what they have, etc. This is very important for the first round of combat to decide who is where. Let's use an example :
The moderator has determined the thread takes place in a warehouse. since Player 2 goes first, they have the option of choosing to go on a second floor and hiding behind crates. This would give them both a high ground offensive and defensive advantage from the start.
Keep in mind that positioning can be KEY as rolls also revolve around where you are, what kind of cover you may have, etc. Be creative and smart. It is also important to note that you may not be able to absolutely control where you start. The moderator may determine some loose positioning to prevent serious imbalance. [attr="class","gentitle2"]PHASES OF COMBAT: THE BATTLE PHASE [attr="class","geninfo"] [attr="class","gendesc"]This is the meat and potatoes of the combat system. Once the settings and intros are out of the way then we will return to the beginning of the post order and begin the battle phase.
Now you will write out a ACTION oriented post. You need to describe your action as detailed as possible, but your post does not necessarily need to be long. Since we want combat to flow quickly the word count in combat threads will only have a minimum of 100 words.
Once you are finished with your post you will need to make a footnote at the bottom that specifies who or what your action is being used on. We will determine which skills can affect it.
After your post is finished the moderator will post next. They will make the first roll. The first roll will be your roll to determine if your attack goes through or not. This roll will use your skill to add to the number and will roll against a check that is determined by the moderator using your post. Finally, if your roll goes through then in some cases a second roll will be made to see if the affected player can defend, dodge, or withstand the attack. Lets use an example:
Using his high ground advantage Player 2 decides to shoot a pistol at Player 3. They describe taking their time to aim without being noticed by Player 3 and shoot. Player 3 is, however, behind some objects making the shot difficult. So the moderator decides that the chances of hitting the shot are low and thus Player 2 must pass a check of 15.
The moderator rolls and Player 2 rolls a 10, but Player 2 also has rank 4 of Marksmanship meaning they roll a 15. The shot goes through.
Player 3 can attempt to make a reflex check, but since they have no idea where Player 2 is their chances are low with a check requirement of 16. Player 3 Rolls a 12 and does not have good reflexes and thus does not dodge the attack.
the moderator determines that since the shot was difficult Player 3 is only hit in the shoulder for non-lethal damage. Player 3 does have Pain Tolerance and thus can continue fighting.
After the moderator finishes their rolls the next person may go using the content of the previous posts. Player 3 would then react to being shot in the shoulder and proceed to use their action.
In the battle phase you are allowed ONE action per post. That means you may only roll on a single action so choose your actions wisely. [attr="class","gentitle2"]BALANCE: HOW ROLE-PLAYING AFFECTS COMBAT [attr="class","geninfo"] [attr="class","gendesc"]Balance may be considered an issue as dice rolls make up a majority of the combat and while it is true that ultimately the roll decides your fate you can manipulate the odds through role-play. As mentioned in the introduction post depending on how you write your post you will be faced with different circumstances. Those circumstances are calculated into what you have to roll against by the moderator.
So instead of just saying "X shoots at Y" it is more advantageous to instead try to be creative with how you approach combat. Using your environment and wits you can create good opportunities that add much more to the combat. The dice are merely a balancing factor so that results can be fairly decided, but creativity and writing are still heavily rewarded. [attr="class","gentitle2"]INTERVENTION [attr="class","geninfo"] [attr="class","gendesc"]Another mechanic in combat is Intervention. This can only occur when a player can post between two players who are in combat. If their turn comes up before the person who is being attacked then they can choose to use their action to try to intervene. Let's use an example:
Let's say instead of shooting Player 3 Player 2 shot Player 4. All the rolls remain the same for this example.
Since Player 3 goes before Player 4 they can choose to perform an intervention action such as knocking them down to avoid the bullet. Of course this would require knowledge that Player 3 is being shot at and thus would be moderator determined if an intervention is even possible.
If possible Player 3 would then roll to see if they can make the save. If they succeed then they can knock Player 4 down to save them from the bullet and thus forcing Player 2 to miss. This does, however, use up their only action.
This can allow coordinated team play and also helps lower the advantage from going later in the post order. [attr="class","gentitle2"]THE MODERATOR [attr="class","geninfo"] [attr="class","gendesc"]The final act of balance is of course the moderator in charge of the thread. In order to make sure all combat is fair moderators will be there to prevent god modding and help keep the pace of the fight. They are the ones who have the final say on what your posts translates to and whether or not you are in a good enough position to make a check. Of course if you believe a moderator is being unfair then you may PM one of the ADMINISTRATOR ( Admin) about your issue. If you truly believe a moderator is being unfair and maliciously affecting the game then you should freeze the thread at your post and contact a staff member. If they are affecting the game negatively then they will be punished. If, however, you are only PMing staff about something as serious as this because you are unlucky or because you don't want to die then you may face repercussions yourself. Cheating is a serious issue and no one should be making fake calls about it. [attr="class","gentitle2"]TL;DR [attr="class","geninfo"] [attr="class","gendesc"]Combat threads are centered around combat skills Players roll to determine post order After post order plays set up their individual scenes Staff roll die between every post [/PTab][PTab= [attr="class","gentab2"]Non-Combat ] [attr="class","gentitle2"]WHAT DEFINES A NON-COMBAT THREAD [attr="class","geninfo"] [attr="class","gendesc"]Combat is not your only option for events and as you can see we have a list of skills that are dedicated to non-combat situations. These threads differ in both pace and mechanics to combat threads and instead are designed to make players think creatively in situations to solve puzzles either alone or together as a team. Most non-combat threads will be co-op styled threads where players work together, but there can be small events where players are pit against each other.
Players in non-combat threads may actually be faced with combat situations during the thread. The rules and mechanics of the non-combat thread stay, but players will have to use combat skills for those instances. Do not worry this will not be common and often these combat encounters can be avoided entirely by smart play. [attr="class","gentitle2"]NON-COMBAT PACING: POST ORDER AND SET UP [attr="class","geninfo"] [attr="class","gendesc"]Non-Combat threads begin somewhat similarly to combat ones. The moderator will create the thread and use the first post to set up the scene and also create a post order. One of the differences is that players will not roll for post order and instead it will be decided by the moderator (often randomly). As the thread progresses moderators will sometimes add extra information to the scene for players to use in their posts.
Players can ask for additional information from moderators at any time. If you need the information before you make a post PM a mod and they can include it in their post with an edit. [attr="class","gentitle2"]MODERATOR INTERACTION [attr="class","geninfo"] [attr="class","gendesc"]Moderators will serve a greater purpose other than rolling dice and playing NPCs. Since moderators won’t be included into the post count (unless otherwise specified) moderators will interact much more often with the players. They will describe new areas, sometimes throw in new obstacles such as guards, and overall help with the direction of the thread. The players will still ultimately be in control, but the moderator has the ability to add anything to the thread or change its direction on a whim.
These moderator interactions will be included in their roll posts just like a normal post, but they will not happen every time. Let's use an example:
The moderator rolls for the post before it, but also writes a post after the results. The player before rolled to see if their bluff check passed and it did not so the moderator included that the NPC the player was trying to bluff called security.
Now the player that posts after the moderator will be faced with security that is coming up to assist the NPC.
The Moderator will always describe what happens in small detail once a check is made. Other times they will include entirely new encounters that are not related to the checks so keep your eyes our for surprises. [attr="class","gentitle2"]SKILLS AND SKILL COOLDOWNS [attr="class","geninfo"] [attr="class","gendesc"]Like combat threads you will use your skills to try and manipulate the odds in your favor. Players will be faced with various checks from bluffing to hacking that will either hinder or assist their progress through the thread. Skills will be used exactly as they are in combat threads with players explaining how they will use their skill and then posting a footnote with their action.
One of the biggest differences is that skills in non-combat threads do not have a ONE action limit. Instead you up use UP TO THREE actions in a post. This comes with its own limitation unique to non-combat threads also known as our cool down system.
Each player will be granted three actions using their skills that they can use until they are forced to cool down . You can use all three in one post or across three posts. Once you have used up all of your actions you have to perform a COOL DOWN POST which is a post with no skill based actions performed. After the cool down post your actions will be reset back to three until you need to cool down again. Players may also choose to have a cool down post even when they have remaining actions to ensure that they have three on their next post. Let’s use an example:
In my last post I used my bluff skill to lie to a guard and succeeded and am now inside a VIP room. I am looking for a PDA that has evidence I need to prove someone is guilty of a crime, but the office is a mess. So in post I look around the room and use my observant skill to see if I find the PDA I am looking for.
That was however my last action because I had used bluffing in a post earlier and did not cool down. The moderator says another guard walks in and catches me in the room. I can still attempt to bluff, but if I have a bluff skill it will not be able to affect the roll because it is cooling down.
As you see in the example your character is still allowed to perform actions even during a cool down post, but your skills cannot affect the rolls you make. Planning ahead will be required for threads with difficult situations as you want to always have your skills when you need them. In non-combat threads skills are more like your tools than a life line. When used properly they can save you, but if used improperly you won’t have them when you need them most.
In order to help the moderator keep track of your skill uses please create a foot note at the bottom of your post similar to:
SKILLS REMAINING: 2
OR
COOLDOWN POST
Do not attempt to cheat by lying about how many skill uses you have left. It's easy enough to track and cheating will result in a punishment or eviction of the thread and all rewards. [attr="class","gentitle2"]CONCLUSION: THE REST OF THE STUFF [attr="class","geninfo"] [attr="class","gendesc"]Skill cool downs are the only real difference between combat and non-combat threads. Every other aspect that affects rolls in combat threads (checks, role playing, etc) are affected in the exact same way in non-combat threads. Moderators will reply with checks after every post, but will more often include new surprises in non-combat threads. I hope you have enjoyed reading our descriptions of the roll system and about the two different thread types! If you have any questions you can PM any of the staff. Questions directly related to roll system balance and other concerns should be sent to Admin. [attr="class","gentitle2"]TL;DR [attr="class","geninfo"] [attr="class","gendesc"]Non-combat threads are about problem solving The moderator has a heavier influence over non-combat threads Skills are a resource in non-combat threads and sometimes require cooling down
[/PTab][/PTabbedContent]
|
|