Avatar of Rai
  • Last Seen: 3 mos ago
  • Joined: 11 yrs ago
  • Posts: 1878 (0.49 / day)
  • VMs: 7
  • Username history
    1. Rai 11 yrs ago
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Status

Recent Statuses

2 yrs ago
Current I need an AI generated RP partner.
3 likes
4 yrs ago
"Oh! Ofcourse!" Famous last words.
4 yrs ago
Pixar films can change your life.
1 like
5 yrs ago
Only a rp can turn 4 days into 4 years
4 likes
5 yrs ago
Interested in creating an OC with limited options and fighting others in a test of skill and wit? roleplayerguild.com/topics/…

Bio

Join my Discord. 18+ discord.gg/Ac9WA3t



A little about myself and why Im here. Im an adult mid twenties with a serious addiction to fantasy stories and art, metaphysics and dimensions. Plus history and politics. My stories rarely involve fairy dust and rainbows. I aim to reflect the deepest and rawest parts of humanity into my work. Then have it reflect back to others.

Check out my album on here with my sketches.

I have a roleplay called Ascension.
A tale of 7 bloodlines. 5 elements combine with Dragons & Seraphim. Mix them as you will. Then explore and create in a changing world. I've out years of thought into this roleplay. If you're looking for a high fantasy with a active GM. If you love long term roleplays, ones where characters grow old and die. Here you go. roleplayerguild.com/topics/171791-asc…

Commissions page
roleplayerguild.com/topics/177255-rai…

Most Recent Posts

Well there's a dice system on here that goes as low as 1d1.@PURRfect93

Alright. In combat there will be different rolls for certain things, like for instance a slash with a sword will have an agility check, and in retaliation a dodge from the nonattacker would be agility checked as well. Since 3 is the highest any average person can muster it will be my base for agility judging. If you roll a 7 however that's at least more than twice the agility of an average. So to me I will be judging speed based on agility rolls.

If you attack and roll a 7 and your opponent attempts to dodge they too must roll for agility and if they get a number higher then its an automiss for the attacker. But if the attacker rolls higher or equal he/she will accuracy check against the agility the dodger rolled earlier. This time the agility check is for evasion vs Accuracy. If Accuracy is higher it counts as a hit and then you will roll for either dexterity or strength for damage. Subtract that number by the defense of the one getting hit, there will be a defensive roll for this.

But if it is lower (the accuracy roll) than their agility roll it will be a miss. The one dodging can now counter if they choose to (You can do whatever you want).

For every hindrance that will be a minus 1. A hindrance can be something simple like sun glare, smokescreen, stress, etc. And for each hindrance I'll subtract 1. For every advantage gained or bonus it will be a +1, this includes adrenaline, (Good) Drugs, Territory advantages, etc. Still working on it. But what's the thoughts on this?
@Kibaro
I agree a 1d60 would have a higher potential but a low chance of getting high numbers. Which is why there will be +1s to it. So far the dice in my mind is the potential one has and the + is your actual base level of skill. Weight lifters can have a 1d20 to strength potential and can roll a 1 on strength feats but the +10 will assure they at least get 11. Another example is a sniper. He can have the potential from his experience to have a 1d10 in overall accuracy and a +5 as his/hers skill set that doesn't dip any lower (unless considerable factors hinder him/her) than a even 6.

So the dice is the potential to max out for higher feats but the +1s count for the persons earned natural status. Im contemplating a 1d2+1 being newbie level. With it going up by 1 for every 2 levels. So a 1d4+2 then 1d5+2, then 1d6+3, 1d8+4, 1d10+5 etc.
ugghhhh wtf
When character profiles are made Ill read them over and will create a stat sheet. It will include accuracy, agility, etc. I will judge this off your characters experience, size, personality etc. Im thinking of having a dice used depending on your level in each status. Like a d3 or d4 is lowest level. D20 being very high. So you can have high d10 accuracy but low d6 agility
Nothing concrete yet I'm still working on some systems for character creation. And also while I do enjoy the luck of the dice throw and all I'm not big on the gambling aspect. I've heard of some ridiculous feats in D&D simply by the luck of the dice. Which can be fine in some situations buuuut I'm not big on gambling, more so on strategy. So while there will be a dice system It won't be that majorly based on luck. The confusing mess of words I posted earlier were all factors of combat I could think of off the top of my head. These factors and more are what brings out the realism in combat I think. Which gave me an idea to add or subtract from dice rolls for these factors. For example a sword swing adds whatever improves the swing in some viable way (Strength, training, dexterity etc) and subtracts from what hinders the swing (Air pressure, Fatigue, Mental Stress etc). This could be used for almost any attempt at anything but I think combat and certain physical feats (Like sneaking) are what ill use it on. I'm reading up on different D&D systems. Might end up with my own special blend. Stay tuned and suggest away.
I have my Own Story Arch and am trying to work on a Tabletop Esque system to it. We can have a general story line and use some of my experimental systems in the midst of it. Mostly in combat though. I have the general world here. If you have a specific plot you want to play out here we can do that. But If not I'll like to do a simple plot of traveling from one point of the map to the other for some goal and use one of your favorite themes with it.

Enemies Turned Lovers ***
Forbidden Love ***
Political Intrigue **
Childhood Friends Separated then Reunited *
Overcoming a Dark Past **

I'm working on a system of my own At the moment. Listing factors and stuff here.

*Atmosphere / Terrain / Weather * Speed / Weight / timing / Height * Perception / Fluidity / Accuracy / Strength *Clothing / Fabric/ Items/ Item Material makeup/ Hair *Muscle Fatigure/ Physical Fitness/ Physical Resistance (Pain, Fatigue) *IQ/ Reflexes/ Reasoning *Personality/ Training/ Physical Gifts *Motion/ Sleep time/ Time Passing/ Land Level *Visibility/ Diet/ Impact Force Type (Slash, Pierce, Blunt) NONPhysical - *Substance/ Effect *Max Effect/ Minimum Effect *Origination/ Manifestation *Times Used / Situations used *Protection / Resistance of user *Power Source/ Power Consumption *Impact Location/ Impact Type (Burning, Freezing, etc) *Conditions of Usage *Resistance to Atmosphere/ Mental Condition *Protection Resistance Type/ Max Resistance / Minimum Resistance *Stance/ Gravity Distribution *Impact Resistance / Impact Absorbing *Physical Substance of Defender *Motion / Force Travel from impact
But I have a fairly light interest in making this now. I'm going to make it but the speed will count on how many people show interest.
Well I have a few D&D playing friends that might help me some. But I'm trying to make something simple that allows noobs to function well. And adepts to function even better. Looks more like I'll be leaning toward the most recent D&D style. Wisdom, Luck, Dex, Strength etc. will be factors and will require dice rolls of different sizes (D20 Baby!). The only thing I will lack are "Classes" Since I think it's kinda lame. Your occupation and or experiences will count for more than your "Class". You can have experiences using guns and not be a marksmen for example. But if your job isn't shooting shit you won't be as good as someone whose job is.

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