Greetings everyone!
I wanted to create a simple role play using basic dice rolls to determine success rates with a Sword Art Online setting. I chose non-canon because I veered off from the main story and stuck to core elements such as:
You don't need to be a great writer. I definitely am not one. Adhering to general role playing rules and clear writing is enough. Anything else that helps paint the world of Aincrad is definitely a plus.
I've put quite a bit of thought of what creates a "good" game and I've come up with a dozen variables and each one more different than the last. I was able to narrow it down to some concise points:
The main focus of this role play is the story within a success rate environment. The random variable will be rolled between the numbers 1-100. For example, if we are engaged in a monster fight the following will happen:
Player A engages the Giant Ant.
This player (without being prompted) has the following options:
- Use a "Sword Skill"
- Regular Attack
- Block
- Switch (Party)
Using a sword skill increases your success rate to 35 + whatever you roll. Let's say you roll 80 and the total becomes 115. The 100 guarantees the skill hits and the extra points can inflict a status effect or be used on the next turn for a regular attack since the sword skill will be on cool down.
Regular hits will have no bonuses and will need a 90 or higher for a hit to occur. There'd be no left over points from regular attacks.
Blocks will grant extra hit bonus by increments of 10.
The fourth option will require another player to switch with you. Switches need to be done by Sword Skills only and it will add both player's rolls to determine a hit. If it happens that both players roll a 100 (without the bonus) the monster will immediately die and a boss type monster will be stunned for one round.
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Anything else from player interaction or interacting with the environment will not have a roll involved. It only pertains to fighting. Maybe later we can expand on this.
That is the bare bones setup I've come up with. Would this interest anyone?
I wanted to create a simple role play using basic dice rolls to determine success rates with a Sword Art Online setting. I chose non-canon because I veered off from the main story and stuck to core elements such as:
- You die in-game, you die in real life
- Clear 100 floors to beat the game
You don't need to be a great writer. I definitely am not one. Adhering to general role playing rules and clear writing is enough. Anything else that helps paint the world of Aincrad is definitely a plus.
I've put quite a bit of thought of what creates a "good" game and I've come up with a dozen variables and each one more different than the last. I was able to narrow it down to some concise points:
- Easy to understand; straight-forward
- Intuitive to the user and the game master
- Utilizing all resources with a clear and intended purpose
The main focus of this role play is the story within a success rate environment. The random variable will be rolled between the numbers 1-100. For example, if we are engaged in a monster fight the following will happen:
Player A engages the Giant Ant.
This player (without being prompted) has the following options:
- Use a "Sword Skill"
- Regular Attack
- Block
- Switch (Party)
Using a sword skill increases your success rate to 35 + whatever you roll. Let's say you roll 80 and the total becomes 115. The 100 guarantees the skill hits and the extra points can inflict a status effect or be used on the next turn for a regular attack since the sword skill will be on cool down.
Regular hits will have no bonuses and will need a 90 or higher for a hit to occur. There'd be no left over points from regular attacks.
Blocks will grant extra hit bonus by increments of 10.
The fourth option will require another player to switch with you. Switches need to be done by Sword Skills only and it will add both player's rolls to determine a hit. If it happens that both players roll a 100 (without the bonus) the monster will immediately die and a boss type monster will be stunned for one round.
---
Anything else from player interaction or interacting with the environment will not have a roll involved. It only pertains to fighting. Maybe later we can expand on this.
That is the bare bones setup I've come up with. Would this interest anyone?