Hidden 11 yrs ago Post by Cpt Toellner
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Love ya squee.
Hidden 11 yrs ago Post by K-97
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Like I said before the Roll to Dodge system would be good with a concept like this, if we were to do it here is how it would work with a six sided die.

[1]-Epic Fail. The action was not performed, and backfired horribly.
[2]-Fail. Nothing happened.
[3]-Partial Success. The exact degree of success is established by the GM.
[4]-Success. The action was carried out adequately.
[5]-Epic Success. The action succeeded in the most positive way possible.
[6]-Overshot. Though the result was achieved, the action backfires horribly due to disproportionately large effort

What do ya think?
Hidden 11 yrs ago Post by Turtlicious
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Make whatever you're going to make on a hex grid, keep players position public for the most part, but notified at the end of turns. Set up a set of "when you roll" allowing you to add rolls to any posts where you think it may be needed. You'd be surprise how you can cover most of the basics. Then let PvP be decided on a "who acts first" system decided by the training score, and make the punishment for failing those rolls be a benefit to the other player. IE: "If you roll higher then X you hurt him, if you roll lower, he hurts you."
Hidden 11 yrs ago Post by Lady Squee
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The problem with that, 97, is that it confuses the mess out of me.

I also made an edit to my last post in regards to a Co-GM.
Hidden 11 yrs ago Post by Turtlicious
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K-97 said
Like I said before the Roll to Dodge system would be good with a concept like this, if we were to do it here is how it would work with a six sided die. [1]-Epic Fail. The action was not performed, and backfired horribly.[2]-Fail. Nothing happened.[3]-Partial Success. The exact degree of success is established by the GM.[4]-Success. The action was carried out adequately.[5]-Epic Success. The action succeeded in the most positive way possible.[6]-Overshot. Though the result was achieved, the action backfires horribly due to disproportionately large effort What do ya think?


There's only a 30% chance for failure, meaning that the stronger players will end up wrecking even harder. When you have +3 to a roll, and you're using a d6, it means you will never fail ever.
Hidden 11 yrs ago Post by K-97
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Turtlicious said
There's only a 30% chance for failure, meaning that the stronger players will end up wrecking even harder. When you have +3 to a roll, and you're using a d6, it means you will never fail ever.


So then you use bigger dice, say split it into five groups and you use a D 20. Or use a D 30.
Hidden 11 yrs ago Post by Lady Squee
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Turtlicious said
Make whatever you're going to make on a hex grid, keep players position public for the most part, but notified at the end of turns. Set up a set of "when you roll" allowing you to add rolls to any posts where you think it may be needed. You'd be surprise how you can cover most of the basics. Then let PvP be decided on a "who acts first" system decided by the training score, and make the punishment for failing those rolls be a benefit to the other player. IE: "If you roll higher then X you hurt him, if you roll lower, he hurts you."


I feel like that would undermine the entirety of the stats I rolled for everyone. Maybe I'm looking at it wrong, though.
Hidden 11 yrs ago Post by Captain Jordan
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Lady Squee said
I feel like that would undermine the entirety of the stats I rolled for everyone. Maybe I'm looking at it wrong, though.


In D&D, the stats contribute to the roll modifier, which I honestly never liked. If my character has a 13 in some stat, and someone has a 12, my character should be just a little bit better in that stat, instead of exactly the same. I suppose the actual difference might be negligible, but it's still a bit annoying.
Hidden 11 yrs ago Post by K-97
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Captain Jordan said
In D&D, the stats contribute to the roll modifier, which I honestly never liked. If my character has a 13 in some stat, and someone has a 12, my character should be just a little bit better in that stat, instead of exactly the same. I suppose the actual difference might be negligible, but it's still a bit annoying.


But the whole point of that is to avoid super high modifiers. By grouping them you need to get much higher stats before you get a roll modifier increase. Otherwise levels would only matter early on.
Hidden 11 yrs ago Post by Turtlicious
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Lady Squee said
I feel like that would undermine the entirety of the stats I rolled for everyone. Maybe I'm looking at it wrong, though.


No, see you have to roll higher then 9 to hit a guy with a bow. (+DEX)

So, Jorick will inherently better with a bow then I am, but he still has a chance of failure, it's just less likely.
Hidden 11 yrs ago Post by Captain Jordan
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Introducing the lovable, handsome tribute from District 2....

Name: Felix

Age: 15

Appearance: Sandy blond, almost brown, hair hangs shaggily down off his head, giving the boy a slightly untamed look. He is well built for his age, not extremely muscular nor gangly for his five and three-quarter foot height, and any form-fitting clothing, something he wears often, shows off his body quite well. His light skin is colored by years of outdoor training for the Hunger Games, giving it a reddish-brown hue that accents his hair. His steel blue eyes often gleam in tandem with his pale, but charming, smile, which pull his cheeks into the smallest of dimples as he grins.


Personality: A boy of handsome looks, Felix is vain enough to know it. He may not be the strongest or smartest fighter, but when paired in matches Felix usually holds his own. When he does win, especially against a more powerful opponent, it boosts his overly-inflated ego, and he often boasts about accomplishments that aren't quite true. This has a tendency to frustrate his rivals, of which there are many, but also enthralls his friends and sweethearts. Felix has plenty of success with the ladies, something he feels just comes naturally to him, just as most of life does. He doesn't always realize just how lucky he is, but Felix generally makes out successfully in his endeavors. When sheer luck won't do it, Felix is viciously jealous and ruthless, anything in the way to his goal usually gets hurt in the process.

Biography: Felix was rescued from mine duty by the tribute selection process in his early years, and thereafter he attended District 2's training academy for tributes. He was put through a rigorous training regime with the intention that he would eventually volunteer as tribute. As he grew older, he began to win more of his matches, taking down his opponents as quickly as he could. There were still a fair number of other students who could outmatch him, but once or twice Felix was able to outwit them or deal an opportune blow. With these bolstering his confidence, Felix decided to volunteer for the Hunger Games in his fifteenth year, shouting out quickly before any of the oldest academy students could wisk the chance away.

Preferred Weapon of Choice: Short sword

What did you do in the Training Room to receive your Training Score? Near-decapitation (head was hanging by a small strand of tissue) of a training dummy while upside-down in the mid-air of a sumersault routine.

Other: Felix hates dogs. He's not afraid of them per se, he just doesn't like them and won't go near one.

Stats:
STR: 13 (+1)
DEX: 8 (-1)
LUCK: 16 (+3)
END: 8 (-1)
INT: 13 (+1)
WIS: 11 (0)
CHA: 17 (+3)
Training Score: 8
Hidden 11 yrs ago Post by Lady Squee
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Anyone else have any input in how I am hinking about doing posts?
Hidden 11 yrs ago Post by Captain Jordan
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So if I understand this correctly, we'll basically confer with you, the GM, about our actions and get the results, and then we can write up our own RP post based on that?

I like it. It feels very D&Dish, with the qualities of free writing to design our own character reactions.

The only suggestion I might have is that we PM our story post to you, and you post all of them at once. The rest period posts might be by us individually, but it seems like the action posts should come from the GM, even if the words are our own.
Hidden 11 yrs ago Post by Jorick
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The idea for posts makes sense. The rest period thing should be limited by logic though, so that people can't write a single post saying they gathered a billion different supplies or built a stronghold surrounded with traps. Maybe say that based on some roll to do with survival and speed and whatnot, each player can gather a certain amount of supplies/do a certain amount of non-conversational things in a given rest period. Without something like that, rest periods are gonna be ridiculous game changers rather than RP breaks.
Hidden 11 yrs ago Post by Lady Squee
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Jorick said
The idea for posts makes sense. The rest period thing should be limited by logic though, so that people can't write a single post saying they gathered a billion different supplies or built a stronghold surrounded with traps. Maybe say that based on some roll to do with survival and speed and whatnot, each player can gather a certain amount of supplies/do a certain amount of non-conversational things in a given rest period. Without something like that, rest periods are gonna be ridiculous game changers rather than RP breaks.


Well, yeah. I plan on posting a "What Must be Rolled" list before things get started, and those are a few of those things. I would keep a strict eye on it so no one suddenly goes, "I JUST TORE DOWN A TREE AND MADE ALL THE BRANCHES ARROWS." The Rest Period is mainly for character development, non-combative character interaction, and exploration.
Hidden 11 yrs ago Post by Jorick
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Lady Squee said
Well, yeah. I plan on posting a "What Must be Rolled" list before things get started, and those are a few of those things. I would keep a strict eye on it so no one suddenly goes, "I JUST TORE DOWN A TREE AND MADE ALL THE BRANCHES ARROWS." The Rest Period is mainly for character development, non-combative character interaction, and exploration.


Haha, good. Should be fine with that in place.
Hidden 11 yrs ago Post by Turtlicious
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If you use Orokos, you don't have to worry about people faking their rolls, then they would have less input with you.

The only thing I think should happen is have private "search" rolls and "stealth" rolls, where at the beginning of their turn they can PM you to see if someone is hiding in their spot.

I'm running a PvP / Survival type system as well, so you could see it in action here if you'd like.
Hidden 11 yrs ago Post by idlehands
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I'll have my CS up soon.
Hidden 11 yrs ago Post by Lady Squee
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That's fine.

And Turt, I'll take a look at it after I finish my RD post. :3
Hidden 11 yrs ago Post by Squees Games
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OP has been updated to include your Health Stat. You know, that stat that keeps you alive. You may reroll for this stat once and you must keep what you roll. How was the Health Stat formulated? Like this: [100 - 3(District # -1)] + (End # x 1d4)

We are also still doing Stat Re-Rolls, so if you decide to re-roll your stats AND your health, your new END # will be used.

As for this new account. This is Squee's Game Account. As of right now, it will only be used for this game. This is to keep everything concise and to allow my Co-GM some anonymity. With each new game comes a new GM, so expect this account to be used with all of my games from now on. Save for my RD. If you have any questions, please PM this account and not Squee's main account.
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