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[Discussion] Using dice rolls in conjuction with stats

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[Discussion] Using dice rolls in conjuction with stats Empty [Discussion] Using dice rolls in conjuction with stats

Post by Destination Mon Nov 25, 2013 1:51 am

As the title says.

Of all the stats, only STR, TAC, and AGI aren't being used in damage calculation or stat distribution.

Together with Bunting's system for PnP-style roleplay, what are some of the ways could dice rolls be incorporated into the current system?

If they make use of formulae, write them out in full and explain it.
Destination
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Post by Royal Duke Mon Nov 25, 2013 7:20 am

Dice rolls aren't supposed to be necessary. But if you guys want dice rolls sure, I'll give you some of the interesting ideas I spotted when looking in the internets.

-Precision hit

Whenever hitting a target you generally just try to stab the bastard and try to not get stabbed. However, there is a chance to try and aim for a specific part of your opponent's anatomy, such as trying to rip off a leg, stab eyes, or snipe from a safe distance.

Roll 1d20, with success (usually) being 18 or above.

While this is a great method to inflict damage and handicap your opponents, it's not /free/ to use. You are literally telling your opponent you are dangerous, and thus each time it's used your opponent gains a +2 modifier to dodging any of your attacks next turn as well as free willpower.

So it's kinda like... If you're going in for the kill, you might as well make sure they stay dead, right?

-Stage effects

Some stages like Wilderness have effects that can heavily influence the flow of battles. For instance, in this stage roll a 1d6 every turn. If the result is 6, a heavy cloud of dust kicks up reducing heavily the accuracy of targeting systems and altering the course of small caliber projectiles.

There are also stages where cute little geckos may randomly appears, or others while the hands of the dead may attempt to drag you to the ground. Use your imagination here.

-Rare drops

Not much to be explained, right?

-Unlimited Neutral Field Transition.

To be honest? There's little you can do with dice rolls as little to none here in Accel World is luck based. The players can always request to roll some dice whenever they feel like it, be it for finishing a heated battle or for opening a jar, provided they abide by the (potentially hilarious) result.
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Post by Destination Mon Nov 25, 2013 8:09 pm

To the newly approved char Violet Repulse, there's quite some room for dice rolls here.

One would be whether his KM, Shadow Break gets reflected by a sufficicently high DEF stat. Perhaps a 1d20, and a formulae of OppDEFx0.2 to generate the opponent's 'dice roll.' If his 1d20 > opponent's DEF x 0.2, then the attack hits, else is redirected /reflected.

As for his gunblade, a ranged attack targeting the gunblade when changing modes could have yet another dice roll to decide whethe an attack on such a small target is successful.

In fact, on a larger scale, the old system of speed and dexterity, used to determine hit or miss, can be brought back with dice rolls and formulae. They're fair and easily agreeable upon.

Any thoughts?
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Post by Nakara Mon Nov 25, 2013 9:06 pm

Personally I dislike dice rolls for dodging and such it makes it too complicated in my opinion, I don't mind dice rolls being used in for specific things like an individuals KM or for things like rare drops but they get to be a pain when used a lot.
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Post by Dranes Mon Nov 25, 2013 9:40 pm

I can't say I'm much of a fan of putting stuff on a dice roll as compared to good writing.
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Post by Royal Duke Tue Nov 26, 2013 5:37 am

Pretty much what Dranes is saying. IMO dice rolls shouldn't be relied upon for mechanics, as I've already to said. They're more of a support for narration when you are in need of spontaneity to help you come up with hilarious/badass outcomes, and not the main point of anything at all.

In these kind of games, player and GM imagination always goes first and foremost. Dice rolls for no reason tends to make for really boring roleplay.

When not to use dice rolls: When an action's outcome can be already determined by the character's skills or writing can be used in place of them. Trying to "slash past someone" barely counts as a combat tactic.

When to use them? When the result, be it failure or success will be so awesome nobody cares. For instance, attempting to assault a flying space pirate ship hidden in the clouds by jumping off a mountain via a futuristic car speeding at 500 mph. This plan is so goddamn absurd that regardless of how it ends, everyone will get at least get a few laughs out of it.

Remember: the aim here is not to be mediocre. AWRP always suffered from that, as well, especially in its dungeons and NPC making. Let's have less generic cookiecutter monsters from JRPGs, and more flailsnails.

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Post by Destination Tue Nov 26, 2013 6:17 am

I see where you're coming from then, considered.
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Post by Royal Duke Tue Nov 26, 2013 7:07 am

Oh, there's something I forgot to add. Whenever players feel like spicing up things a little, they can also request a dice roll. It's kinda like one of those contracts with the devil. If you're lucky you get awesome things to happen to you, but if you aren't then you're at the GM's mercy. Which depending on his mood and surrounding circumstances can swing from merely a loss in combat to you being the only survivor of your party at the end of the session and being wrongly accused for the crime of having murdered your party members for loot (the guys who were offed got to make new sheets with the same exp points later). As I said, it ends in hilarity either way. :DDD

The sky's the limit when RPing. Or it was until Silver Crow appeared.
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