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Posted: Fri Jul 17, 2009 10:01 pm
Introduction/WelcomeI was asked to do a class/guide on using dice while roleplaying. I'm not that good at writing guides, so I'm gonna be doing this as a classroom style topic. Lillian had volunteered to play opposite me for a few examples, but she's become quite busy as of late. So, Wynaro is the new player. I'd ask that no one post here until further notice except those two. Though if you want to send PMs that's just fine by me. Dice are useful for adding more of an element of randomness to encounters, while also providing structure. They're particularly useful for battling. Because they can define how much damage can be done. The most basic set of stats (good for text RPs) is STR, DEX, and CON. Many events can be determined from these stats alone. Using dice eliminates the need for a character to decide whether or not they get damaged, and even determines how much damage is dealt. I'm going to try to focus on how to use Gaia's "Post Action" feature to improve your RP game. The way I've seen it done on other sites is as follows. The player decides to attempt an action, and in their post rolls the needed dice (usually a d20). The DM regards the roll, and uses it to determine the success of the action, then posts it. Then the player can add to the description, or try another action. I won't be using all the stuff below while doing this guide. As a matter of fact you can skip right to the "Calculating Actions" post down there, if you want. That'll help explain what I'm gonna be doing with this guide. The rest is just there for reference and technical information. If you just want to see specific examples of using dice for RolePlaying, use the following links...Through the GateHazardous YardMain EntranceThe Grand HallHunting for Clues
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Posted: Fri Jul 17, 2009 10:07 pm
The Base Statistics
Everything in these dice games are based of off stats. Here's a short description of the most widely accepted Stats: info from http://en.wikipedia.org/wiki/Dungeons_&_Dragons_gameplay#Ability_scores
Strength (STR): Strength is a measure of muscle, endurance and stamina combined. Strength affects the ability of characters to lift and carry weights, melee attack rolls, damage rolls (for both melee and ranged weapons,) the Jump, Climb, and Swim skills, several combat actions, and general checks involving moving or breaking stubborn objects.
Dexterity (DEX): Dexterity encompasses a number of physical attributes including hand-eye coordination, agility, reflexes, fine motor skills, balance and speed of movement; a high dexterity score indicates superiority in all these attributes. Dexterity affects characters with regard to initiative in combat, ranged attack rolls, Armor Class, Reflex saves, and the Balance, Escape Artist, Hide, Move Silently, Open Lock, Ride, Sleight of Hand, Tumble, and Use Rope skills. It also affects the number of additional attacks of opportunity granted by the Combat Reflexes feat. Dexterity is the ability most influenced by outside influences (such as armor).
Constitution (CON): Constitution is a term which encompasses the character's physique, toughness, health and resistance to disease and poison. The higher a character's Constitution, the more hit points that character will have. Constitution also is important for Fortitude saves, the Concentration skill, and fatigue-based general checks. Constitution also determines the duration of a barbarian's rage. Unlike the other ability scores, which render the character unconscious or immobile when they hit 0, having 0 Constitution is fatal.
Intelligence (INT): Intelligence is similar to IQ, but also includes mnemonic ability, reasoning and learning ability outside those measured by the written word. Intelligence dictates the number of languages a character can learn, and it influences the number of spells a preparation-based arcane spellcaster (like a Wizard) may cast per day, and the effectiveness of said spells. It also affects how many skill points a character gains per level, the Appraise, Craft, Decipher Script, Disable Device, Forgery, Knowledge, Search, and Spellcraft skills, and bardic knowledge checks.
Wisdom (WIS): Wisdom is a composite term for the characters enlightenment, judgement, wile, willpower and intuitiveness. Wisdom influences the number of spells a divine spellcaster (like clerics, druids, paladins, and rangers) can cast per day, and the effectiveness of said spells. It also affects Will saving throws, the Heal, Listen, Profession, Sense Motive, Spot, and Survival skills, the effectiveness of the Stunning Fist feat, and a monk's quivering palm attack.
Charisma (CHA): Charisma is the measure of the character's combined physical attractiveness, persuasiveness, and personal magnetism. A generally non-beautiful character can have a very high charisma due to strong measures of the other two aspects of charisma. Charisma influences how many spells spontaneous arcane spellcasters (like sorcerers and bards) can cast per day, and the effectiveness of said spells. It also affects Bluff, Diplomacy, Disguise, Gather Information, Handle Animal, Intimidate, Perform, and Use Magic Device checks, how often and how effectively clerics and paladins can turn undead, the wild empathy of druids and rangers, and a paladin's lay on hands ability.
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Posted: Fri Jul 17, 2009 10:46 pm
Deciding Your Character Stats
The stats are most commonly decided by rolling 4d6 (4 six-sided dice) removing the lowest dice and adding the rest of the dice together. You record the totals; then place the numbers on your character's statistics in the order you choose. When you roll your numbers each stat is given a 'modifier'. These modifiers are determined by subtracting ten from the number, and dividing that by 2, then rounding down if necessary (ie 15-10 = 5 and 5/2 = '+2'). The modifiers are used when deciding the more complex skills in a table game. If one decides not to roll for stats they can use the "Elite array" which consists of the numbers: 8,10,11,12,13,14 which can be applied to whichever stats the user wishes.
I'll roll up a test character using the method mentioned. The results were: 11, 13, 12, 13, 11, and 7 (yuck) The Modifier version is: +0, +1, +1, +1, +0 and -2
I can use these numbers in any way I choose for the above stats. But what I want my character to be has a bearing on where I'd want to put the stats. A thief has little need for STR but would benifit from high DEX, a fighter has little need for CHA but would benifit from high STR and CON, whereas a mage would need a lot of INT or WIS, but not as much STR or CON
The character I'll create will be a mediator and/or cleric: STR: 11 DEX: 7 CON: 11 INT: 12 WIS: 13 CHA: 13 A mediator needs to be able hold the attention of who he talks with, and can be quite persuasive when he needs to be. A cleric need so be able to have some healing abilities, and should be able to fight for his beliefs if necessary.
I chose to give him poor DEX because he just wouldn't be good at acrobats and the like. He has lower STR and CON because he's not really much of a fighter. He'd rather talk his way out of situations than fight his way out of them.
The average INT allows him to be able to speak another language or two. He's also decent at collecting and retaining information.
His above-average WIS allows him to heal others better, listen more patiently, and sense the motive behind people's actions/words. He's also less likely to be fooled by people who try to trick him into doing things he wouldn't agree with. Oddly enough, his wisdom would make him fairly good at surviving the wild/elements too.
The above-average CHA allows him to: conduct himself better in diplomatic affairs, bluff his way out of some situations, and even intimidate people when necessary. Plus, people are more willing to share information/supplies with people they like being around, than with people they just don't like at all.
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Posted: Sat Jul 18, 2009 12:31 am
Calculating ActionsThis link is where I get my basic information from. http://www.d20srd.org/srd/skills/usingSkills.htmNow the way this little mini-adventure will go as follows. Lillian is basically acting as an entire adventuring group. I know people are gonna want to beat me up, but her stats will be morphing as we go. As will each 'individual' in the party. The whole point of this exercise is to learn to use the dice. The point is NOT the rules and leveling and such from D&D, but just how to use dice to determine outcomes. Most of Lillian's actions will be decided by rolling a d20 (20-sided dice). But I'll require damage dice later on. Don't hassle me with PMs telling me that I didn't do hardness checks or any of the in-dept things like that. This is simply showing how dice may affect story. Usually when doing these kind of stories, the goal number is not always known. Since this is guide, I'll be telling lillian what number she's trying to reach. But her post action roll will still be random. I won't allow take 10's and take 20's at first, but they will be covered as we go. Lillian, your basic party (all roughly level 5) is: An Elven(f) rogue, A Dwarvan(m) fighter, a human(m) Cleric, and a human(f) range fighter (little bit of magic and/or archery) Not so Basic Plot for Basic Practice.Recent events have caused the townsfolk of Lazy Meadows to fear for their future. Nature itself seems to be closing in on their little corner of the world. There've been more and more sightings of wild beasts in town. And a hunting party came back minus one of the hunting dogs a couple weeks ago. The tree-line even seems to be closing in on the meadows, and looming ever closer to Town Hall. With all these events happening some people became worried when a certain wealthy mansion owner didn't show up in the marketplace Friday (like he usually does). What made matters worse was when he didn't show up for the Town Picnic on Saturday. The townsfolk had nicknamed him the Duke of Kindness, because he was always so nice to everyone. When he went shopping he would always visit all the merchants. Of course he bought enough supplies to last him and his frequent guests through the week. But, he never failed to buy something from everyone else. Even if it was just a small trinket form the local artist, or a little fish from the fisherman, or a sausage from the butcher. Or a bunch of grapes from the farmer. He never payed for anything in copper pieces, or silver pieces, but instead rounded all his purchases up to the nearest gold piece. However, he knew if someone was trying to sell him overpriced, inferior products. Whenever people did try to rip him off (usually an out-of-town merchant) he would give them such a tongue-lashing that it was surprising that any of them would try to rip anyone off ever again. Occasionally, one of bolder (stupider?) ones would still try to rip the guy off. That's when he'd heft his ironwood walking stick in the air and grab it near the base. Once he started swinging that thing around, the swindler would either give up, get beaten, or be driven out of town. All of the townsfolk constantly offered to repay him any way they could. He often just shrugged it off with a wave of his hand, and said, "As long as I can be of help, I will do my best to do so; but I hope never to need that help for myself." All of Lazy Meadows hoped they'd be cheered up after the fireworks display. Some of them were, for they realized they'd finally have a chance to repay his kindnesses. Once the fireworks were done they were all very tired, and went home to bed. The next day (Sunday) they went to the nearby towns and got together a specially chosen party to go check up on their Duke of Kindness. The townsfolk were relieved when they found some willing adventurers, because most of them feared the dark house that this kind man lived in. It was old, a bit creaky, on top of a foreboding hill, and had all sorts of weird vines growing on and around it. Several of the children feared that this seemingly kind man was hiding a wealth of sorrow behind his kindly demeanor. After all, "Who would be able to stay in the house their wife had died in and not be saddened by the memories?" It's now Monday afternoon and your party is the one that has been sent to investigate. You arrive in front of his drive. There's a massive, old iron gate in the way. It's locked and chained, but you need to figure out how to continue up the drive to check on this duke all the townsfolk seem to care so much for. Please ask questions if you don't know how to proceed Lily, but don't be afraid to try the unexpected either. Usually this wouldn't be known to the player, but the gate lock is impossible to pick for this party (even if you use the rogue). There are two ways I've thought of for you to succeed. But as I keep saying, being unpredictable makes it fun.
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LillianSaire rolled 1 20-sided dice:
4
Total: 4 (1-20)
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Posted: Sat Jul 18, 2009 9:17 pm
Dwarven Fighter - male
There he stood; before him loomed a stately manor. It gave off a dark and eerie felling. The rumors about the property, passed by children, now seemed understandable. Dusty straighted his stance and put a hand across his brow, squinting at the mansion in the bright afternoon light that gave the mansion a holy glow of light. A job is a job. With a gruff, "hrm" and a nod to no one in particular he examined the large lock on the gate. First he held it in a hand, as if weighing it. He gave a tug to see if it was still functional, and then dug through his bag for a lock picking kit.
Rolling to pick lock.
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Posted: Sat Jul 18, 2009 9:26 pm
4 is a pretty low roll, and since he has no bonuses for lock-picking it would be even harder for him. As noted in the previous post this lock is impossible to pick for this party.
Though as a dwarf he's very strong and has a hefty weapon (your choice: axe, sword, or hammer) He has nearly no dexterity and wouldn't do too well at picking any locks. Your rogue would be the lock-picker of the group. Your Dwarf it the fighter. For this challenge, he's still probably the better choice to overcome it.
One example of a response would be, "Dusty is unable to pick the rusty lock, and notices that it's definitely a formidable lock to deal with." But that's not as literate as it could be.
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LillianSaire rolled 1 20-sided dice:
8
Total: 8 (1-20)
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Posted: Sat Jul 18, 2009 9:50 pm
Dwarven Fighter - male
"Well, I gave the nice and obvious way a shot." His lack of repeated tries due to the fact taht he wasn't one for such a passive approach, and had yet to successfully pick a lock, ever. He thought for a moment, trying to think of another, non-destructive option. His body, while short, was wide, and therefore stood little chance in going through the bars. Looking up, he considered another, similar option. His long, radiant hair, almost appeared as if out of shampoo commercial. Both his beard and head-hair were braided into a thick strand each and ended at his waist. The fault would be the uncleanliness of his gorgeous locks, the braids poorly concealing twigs leaves and other items of various decomposition levels. A few particular items shined in the sunlight, as he stretched. He examined the gate once more, this time using his strength. Property damage, when avoidable, and sometimes when not, had gotten him into some trouble over the years. So, instead of a brute force approach he was a bit more creative, choosing to try and scale the gate.
Rolling for gate climb.
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Posted: Sat Jul 18, 2009 10:00 pm
He makes it about a third the way up the gate, than loses his grip, slipping back to the ground. Nothing hurt but his pride, and even then but for a moment.
This is why it's tough for my to not control other characters. Because as DM you do have some control. Your 8 wasn't too bad. But again the poor guy has nearly no dexterity, which applies to acrobatics as well.
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LillianSaire rolled 1 20-sided dice:
15
Total: 15 (1-20)
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Posted: Sat Jul 18, 2009 10:10 pm
((I was thinking that strength might pull him up. Then again, DEX would be required to fall down on the other side without just falling.)))
He sat on the ground for a moment, before slowly standing back up. "One more idea for nondestructive, then the axe comes out." he thought out loud. Then he realized that just breaking the bars would be a bit much, breaking the lock would work if the hinges are still functional. Ah, but it was so much fun to use a battle hammer and watch a wooden door explode outward as nothing more than toothpicks. Those doors make good toothpicks. He walked around the perimeter, scouting the area, but with the intent of finding two bars spaced just enough apart that he could squeeze through.
Rolling: Just in case it is needed, but I think this is something that would just need a reply from the DM.
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Posted: Sat Jul 18, 2009 10:19 pm
Actually looking around is a way to use a search check. AND it was a good roll. AND Dwarves are good at examining stone and metal-work. The main gate appears very well made, and very sturdy to boot. It looks big enough to allow a stagecoach through. Obviously so it can continue up the drive to the house. Off to the side there is a comparatively small (about the size of a humanoid) gate made of solid iron. It seems to be hanging loosely in the framework. A closer look shows some kind of scratches on the door where a lock should have been. The marks are evenly spaced, and look a lot like claw marks or teeth marks; though they could also just be the result of some sort of tool used for jimmying locks.
Had you rolled poorly again, the description might have went something like this... The main gate seems quite sturdy, and the wall looks very formidable. There is a second, smaller gate (a solid iron one) that looks just as secure as the rest of the place. Nothing else looks out of the ordinary.
Notice that the description is shorter, and far less detailed, but the reality is still the same (an unlocked iron door in the wall). It's only the perception of the reality that's changed. In a table-top game, the dice used to decide success or failure of unknown variables (to the character) are rolled secretly by the DM. So the player doesn't know whether they rolled really good and there's just nothing to see, or whether it was just a poor roll, and they didn't find something that WAS there.
Did you notice that I described what your guy saw, without saying what he did? A good DM has to find a way to do things like that as often as possible. I didn't know how to word things so you had control of your character when he was climbing; and therefore had to control him a little. You'll have to decide how everyone goes through the smaller gate, but you have conquered the first obstacle. Good job!
Breaking the lock was my first plan for your team, but you found the alternate one. I was actually planning on just having a hedge around the property where people could easily walk through, instead of a gate. But you were specifically looking for an alternate way in, so I complied. Besides, a good DM can be flexible enough to go with a good idea, if one of the players comes up with one. Your idea of looking for a part of the fence that would let your dwarf in was a good one, so I went with it.
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LillianSaire rolled 1 20-sided dice:
17
Total: 17 (1-20)
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Posted: Sun Jul 19, 2009 5:42 pm
He stepped through and followed the path. It seemed to lead to an alternate entrance. "Haha, I wonder if this was an old servants' entrance. Either way it served us well." He chuckled at the pun. He walked to the door. This one fit the exterior of the house well, and was a double door but seemed less impressive than the other door. The reason most likely lied in the lack of staircase and guarding statues. He reached out a jiggled the door nob, wondering if it too was already open, or if it was locked.
Rolling for door knob result.
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Posted: Sun Jul 19, 2009 6:25 pm
Before you could get 15 feet from the gate, a spinning metallic device pops up out of the ground and soaks your characters. They hurry through the spray until they get out of range. Once they do, the device drops back into the ground. Everything is soaked so badly that they need to pause for a few minutes to wipe down their gear. Fortunately neither of the girls were wearing white shirts, or your party would have been delayed a bit longer. wink
You are only a third of the way up the path.
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Posted: Sun Jul 19, 2009 6:43 pm
Dusty grumbles, wringing out his shirt and hair. "This is going to drip for a while." He steps forward, intending to be more cautious. He looks to the Elf, and wonders why she wasn't paying attention. He chooses to not say anything, but hopes that nothing more dangerous will pop up without some warning. Perhaps that water was enough to get her to look. As he walked forward he wielded his axe and hammer.
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Posted: Sun Jul 19, 2009 6:46 pm
Switch to your Rogue elf.
Roll a spot check for the next 20 feet.
Your dwarf won't be able to spot or disable anything.
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