Avatar of Ersa93

Status

Recent Statuses

1 mo ago
Current Things to not get at the next place I move to: stairs
3 likes
5 mos ago
Friday Night: the muse juice is high, but execution/supply juice is low
3 likes
6 mos ago
Fear me for I have acquired a milk frother
3 likes
6 mos ago
tfw when you fiddle with a certain piece for half an hour and it finally snaps on but you weren't sure why it wasn't going in the the first place
2 likes
7 mos ago
Don't mind me. My stomach just decided to declare war on me on Monday and cripple me for the rest of the week so I couldn't do any replies and such. All better now though.
4 likes

Bio

Name: Ersa

Pronouns: She/Her

Genres: Sci-fi, fantasy, superhero (others will probably be added as time goes on)

Type of Player: I enjoy character development, a little bit of world-building, and deep character interaction. The plot and setting can be pretty basic as long as the characters are interesting. I don’t mind combat either, as long as that’s not all that’s going on in the thread. I also have a tendency not to plan out threads, but I'm not opposed to plotting.

Additional Information: No ERP or anything overly gory. I mostly do 1X1, but I'm not opposed to groups.

I do have a discord. If you are interested, please message me for it.

Character list can be found here: Ersa's Sacred Texts
My 1X1 Interest List: Ersa's Half-Baked Ideas
Original Writings blog: https://storiesbyersa.wordpress.com/

Most Recent Posts

A weird one. Like a portal story but instead of a high school Japanese school girl, it's a foreign tourist that gets pulled into another world kind of weird.
Weekend bump bump.
Bumped because I had to update a link.
Bumped with a couple of original plots added and one fandom centered one.
Yes, the turn would go something like that. Though you would need to roll 1d6 to see if you can react. If you fail, you can't do anything. If you pass but fail on the actual reaction, that might be when you take chip damage. Or you can forego reacting entirely.

1. If a player is rolling an even number of dice and gets the same number of successes as failures, how would you handle that? Would it count as an overall success?


I made a typo and put + number of dice when I meant that it's just that number of dice. So someone with a TAL of three would roll 3d6. As for same number of success and fails on say two dice (say a 1 and a 5), take the success.

2. For damage, especially reaction damage, is the d6 rolled again or would it use the same roll as the reaction? Like in the example above, would Player 2 take 2 damage or would they roll again to see how much damage they took?


They would roll again to see how much damage they took. (ex: Player 2 succeeds on the ability to react roll, but fails on the actually reaction part and gets damaged so they roll 1d6)

3. How do malfunctions and bonuses interact with each other? Let's say if Player 1 rolled 1, 4, 4, 6. My assumption is that they would succeed, go farther than normally possible because of the 6 (like maybe move up 2-3 places instead of just 1), but their vehicle sustains some damage from being pushed too hard because of the roll of 1?


So in the example you gave, the six means they succeed and get to take a bonus action (either accelerate again, attack, or handling). But on their next turn, they'll only get to roll 2d6 for their turn (it could be flavored as the turbo overheated and doesn't work as well for a bit)

So I reworked the system a bit using a dice pool. Tell me what you think.

New character added
Bump with updates to taken plots
I might try the dice pool first and see if that works. I mostly just need a way to help decide what happens during a race because to me, that's hard to do fairly with just pure narration when there's multiple people involved.
@Yankee Ooh, I should've known there was a system for racing out there somewhere. They look interesting, but probably a bit more than the mini-game feel I'm going for. But thanks for suggesting them to me.

Considering players rolling against each other, it looks like aggressive actions/attackers are favored slightly, which can work in an RPs favor if you don't want passive racers

Yeah, I was afraid it favored attackers too much. I wasn't aiming for any particular type of racer since I kind of want players to use the driving style they think their characters want to use. I might have to brainstorm that particular section a bit more, maybe change the 7-9 range to dealing guaranteed half-damage and make the 10+ range guaranteed full damage. I'm dropping the disadvantage for sure. I might also try to incorporate some sort of defense stat based upon the Durability Level.

Personally, since just looking at numbers and figuring things out isn't my strong suite, I would do some test play with your d10 system and see if it feels good. And then make changes based on that.

I was actually planning on hold an "exhibition" match for that very purpose. And then if I have to make tweaks, I can always say that the racing committee decided on new rules or guidelines.

I'd also be interested to hear your thoughts on how to determine the vehicle's stat levels. Point buy, rolling, etc.?

Since I'm trying to encourage people to make a vehicle that matches their character's driving style, I'm not sure. Maybe it'll be assigned stats, like you can have a plus one in one stat, a plus two in another, and then a plus three in one of them. I'm mostly trying to prevent people from making an OP machine and just pancaking the competition while traveling at top speed and dodging everyone.

Do all actions happen concurrently or would you prefer an order/stack to follow?

I think before each race begins, everyone roles for pole position and then the action order goes from lowest roller to highest. I might add the option to react to direct things like attacks. But it also might depend on how complex the players want to make it. Might be something to work out during playtesting.

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