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Posted: Thu Oct 06, 2005 5:53 pm
Dice system
The dice system in the guild will work almost exactly like it does in the game where you form a dice pool from either a stat or a combination of stats, and roll the pool against a difficulty. Simple everyday actions will be considered automatic successes such as walking down the sidewalk or starting your car with the correct key. Also if the number of dice in your pool either is equal to or greater than the difficulty you don't need to roll, you are assumed to have at lest one success, you may roll in order to gather more successes and perform the task at hand better, but it isn't needed.
Examples: You are trying to solve a riddle presented to you by an elder: You have a 2 in Enigmas and a 3 in Intelligence, the elder is trying to present a challenge to you, but is not trying to give you an impossible question so the difficulty would be an 8, there are no distractions and nothing helps or hinders your roll so you would roll 5 dice against a difficulty of 8. You roll 10, 10, 2, 6, and 5. Two successes so you are able to answer the question correctly after some thought.
You are running across a roof top in chrinos in an attempt to evade two Spiral Dancers, you come to the edge of the roof and decide to attempt to jump the 30 foot gap between you and the next roof. You have 7 in strength and a 3 in athletics. The difficulty will be 10 because the next roof is a little higher than the one you are on. You can take the assumed 1 success, but that would mean that you just caught the edge and will have to pull yourself up. It is also raining so the roofs are slick and you don't want to be in a situation where you will lose your grip and you also don't want to be climbing up if the Spiral Dancers make it over as well, so you decide to take the roll. You roll 8, 5, 4, 10, 3, 8, 10, 3, 4, 2. Ok so you got two successes which means that you landed on the other roof, but you slipped and wiped out.
Just for kicks let's say the Spiral Dancers decide to jump as well. They each have 7 in strength and a 2 in athletics so they have to roll. The first to jump rolls 10, 2, 1, 6, 9, 10, 3, 1, 2 and the second rolls 1, 8, 1, 5, 10, 4, 1, 9, 7. Ok the first scored two successes, but also rolled two 1s. Each "1" subtracts one success so his total successes would be zero meaning he falls a few inches short of the edge and plummets to the street below, but is close enough to the building so he may chose to try and grab something else. The other on the other hand has one success and three 1s leaving him with -2 successes. Whenever you have a negative amount of successes you "botch" the roll. This demonstrates a horrible failure. The Spiral Dancer only clears the first ten feet and falls down between the two buildings.
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Posted: Thu Nov 24, 2005 9:48 am
Battle System
Ok so it is obvious that in this guild there will be lots of PvE and some PvP which means that we need a battle system. Since I started this thread I have played my first D&D game as well as ran my first WTF game so I have gotten to see how the dice systems work in both of those games as well and by combining those dice systems with WTA's I have come up with a system that should work.
While in combat you each will post what your character is going to do during their turn and at the top of your post you will make the roll for that action using the post action "roll dice".
In combat each character will be assigned a "turn order". This will be simply be whoever has the largest athletics + dexterity pool goes first and the person with the smallest pool goes last. This order will be posted by the Story Teller so everyone knows who they are going after.
[Very Important Note: this turn order doesn't dictate when you should post your action, but when your character will perform it.]
After everyone posts their actions (we will only weight 48 hours after the last "turn" post before moving on) the ST will post what happens followed by a new turn order as well as updated stats.
As mentioned above you will be given "stats" in each turn order. These will include: 1: your current health 2: current willpower 3: current rage 4: current gnosis 5: any status conditions (i.e.: active gifts, diseases, large wounds...) and how they will modify your character's stats
If you have any questions, comments, flames, or suggestions just drop me a pm.
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Posted: Sat Mar 25, 2006 11:05 pm
Roll Difficulties
Determining the difficulty of a roll is dependent on many factors. The most important being what exactly the character is trying to accomplish. This can then be modified by a whole slue of factors ranging from the weather to what is on your character's mind at the moment. Most difficulties are around 6 with no modifiers in either direction. These are considered tasks that you are able to accomplish, but there is also a small chance for failure. Most of there rolls can be eliminated under the 'automatic success' rule because you usually would roll two stats against the difficulty. A difficulty of 7 represents something that is harder, but still possible. 8 and 9 are a far stretch of your abilities and shouldn't be taken lightly. A 10 is a task that you will almost always fail at. Though a difficulty can never rise above a 10, any negative modifiers can either be ignored or will subtract successes depending on the situation. A few examples of difficulty modifiers and difficulties of tasks are listed below.
Difficulty Examples: Fix a broken car - 7 Scale a brick wall - 8 Open a locked door - 6 Translating a text written in a foreign language that you are not fluent in- 8
Difficulty Modifiers Examples: [+ = increase the difficulty / - = lower the difficulty] [Because some of these modifiers may be positive in some situations I will use the Fixing a broken car example] Having mechanics tools ~ -1 Reading through the manual before hand ~ -1 Performing the repairs while under mental stress ~ +1 Performing the repairs in a downpour while the rest of your pack fends off BSD ~ +2 (or 3 depending on who is winning)
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