Adding a Dice system to roleplay

DemonKitten

Handler of Souls, Destroyer of Hearts
so here is the roleplay link https://www.rpnation.com/threads/s-a-academy.117340/#post-3109887


It isn't always going to have the use of a dice system and it doesn't actually have to be a dice system. I need something that can make it so you can't just win, but you actually have to have the skills or ability or you may be a lucky person that managed to climb to the top. These battles will allow players to develop stats and strengths in certain places for the final "war" plot in the end.


I just don't get the dice. I looked at it and its like what are you rolling for? and I'm like I don't know?


@Grey
 
Alright, there are typically two interlocking features to a dice system. The point of the system is to simulate the world of the RP in some fashion.


First are the statistics; numbers that represent levels of skill, power, or personal ability. These are things the characters can use to influence the world around them. The statistics you choose communicate something about your RP. For example, an RP with lots of different weapon skills is clearly focused on combat. An RP with many social skills is obviously more about conversation and persuasion.


Now, from what I can see of your RP, you can probably give characters a few simple traits such as:


Physique


Intellect


Presence


Cunning


You might then add


Melee


Ranged


Endurance


Elemental Magic


Black Magic


Alchemy


The dice element represents the use of those skills and traits to affect the world, to induce an element of chance because the world is rarely fair. There are a number of ways to do this, which depend on your intent, but here's an easy one.


Traits go from 1-5.


When doing something, the player rolls 2d10 - that is two ten-sided dice.


Then add the trait to the result of the roll.


11 or higher beats an easy task.


16 a moderate task


18 a hard task


If two people clash, they both roll and the higher result wins. You can implement an easy damage system where you have Health = Physique, and each time you're hit you lose a point.


Alternatively, you can have the Physique, Intellect, Cunning, and Presence be pools of points, and rate the skills 1 - 5.


When someone wants to do something, if their Skill is higher than the difficulty of the thing (which you choose, as GM), the succeed. If their Skill is too low, they can spent a point from the appropriate pool to beat the difficulty, but don't recover those points until they get a night's sleep.


You can also use this to give people powers activated by spending those points.


I hope this helps.
 
Okay, so now I have some questions about the point pool? Is it like a stamina bar in way? Are there multiple and does everyone have the same amount?
 
It would be like a stamina bar, yes.


I think it best for everyone to have different ones. Let's say... okay, how about this - every character has part of their sheet that looks like this.


Physique 1


Intellect 1


Presence 1


Cunning 1.


Then you give them 20 points to spread among those, and a character might then look like this.


Physique 8


Intellect 4


Presence 8


Cunning 4


So, what can we tell about this person already? They're strong, fast, and tough, and have a strong personality - whether intimidating or charming. But they're maybe a little slow and easily fooled.


When it comes to physical challenges, they have more points to spend, and can therefore succeed where weaker characters fail. But give them a tough math problem, with a difficulty of say, 7, they just can't do it.
 
Is this going to be a Princess Maker sort of game? It seems extremely fine-grained for a first adventure in mechanics. Easy to get crunchier than you need.
 
Princess Maker was a series of computer games where you train a child into one sort of adult or another, hoping to ensure them a good life.
 
No this is more like a battle based roleplay. The people running the school do not care if the kids live a good life only that they become strong enough to fight their war.
 
Surviving assassination attempts and military conquest are some of the obstacles to "good life". It really doesn't matter to my question that you're not...


I don't know how to explain my question. Don't sweat it. But really, this sounds like a lot of crunch.
 
Speed- The higher your speed stat is the more likely you are to dodge attacks, attack more quickly, accurately and perform more intense speed based moves.


Like that @Grey ?
 
Can you explain in a symbolic equation? With an example of what this might all mean.


Like if some on has a speed stat of five (which is someone who wouldn't be focusing on speed) and someone who has trained in speed has 20. Now lets say that the first character with 5 speed has 20 strength though to the seconds 5 strength. The second person would be more likely to dodge, but the attacks would do little damage while the second person would have trouble hitting, but once they do its over. How would that play out in rolling dice?


 
I think I get it.


So a thief uses "shadow blades" which is only successful with a 20 speed and dual weapons. That would be a resolution?


 
Because if the person does not have at least 20 speed, it is an automatic failure
 
A resolution would be:


The difficulty of vaulting a wall four feet tall, for the average human, requires Physique 1.


Do you have Physique 1? You jump the wall.


The difficulty of vaulting a wall eight feet tall, for the average human, required Physique 2.


You have Physique 1? You cannot jump that wall.


Do you have Physique 2? You jump the wall.


OR


The difficulty of vaulting a wall eight feet tall, for the average human, required Physique 2.


You have Physique 1? You cannot jump that wall.


You have Endurance, a point value under Physique, at 2?


You spend 1 Endurance. Your Physique is now 2.


You jump the wall.


You now have Endurance 1 until you rest.
 
Okay. I will do it as the situation arises, because I can't think of some things. I will use common sense.


 
I appreciate all your help. I am sure I will be needing you again
 

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