Can i get some help with making a dice system for a RP im working on?

Fendisteel

Junior Member
Hello \(.____________________________.)


I'm trying to make a Rp about Pro wrestling, lots of PVP contact in it...and..maybe il add some NPCs for players to raslle with


But i never really worked with Dice Rps before..i just figured Dice would be the best way to go about with this idea, seems the most far and prevents god modding...


The rough idea i had goes like this...


(NOTE: im aware how sloppy the system i have worked out is...I'm simply asking for help coming up with a more organized and proper dice system with the idea i have)


contestants take turns, first move is decided by a coin toss by the GM


the contestant would "roll dice" between 1000 and -1000 (The numbers are broken out in sections)


100-400 = Light attacks (Punches and kicks)


400-700 = Medium attacks (Grapples)


700-800 = heavy attacks (High risk maneuvers, critical grapple moves, using weapons)


800-1000 = Finisher


(Finishers rolls would be ignored until like the 10th turn...if some rolls a Finisher before 10 turns it would be a Medium attack)


Each contestant would have a number of HP...bigger the attack, more Hp removed...when someone reaches 0, they are still on their feet ...but in order to knock them down they need to hit them with a Heavy attack or finisher..if they have like one Hp and you hit them with a Heavy attack, you can still knock them down due to ...If you are hit with a finisher, your Hp is drained entirely....Once this happen they can go for a pin..the contestant being pinned has 3 chances to kick out.


it would be a 0-100 roll...Each time getting increasingly difficult


And what about the -1000? those are reversals..if you roll one of those, your opponent can reverse whatever you roll for half damage


Example


Andy rolls a -482 (medium attacks deal 400 damage)


His foe Bob counters his grapple attack (He deals 200 damage to Andy)
 
Quick thoughts


-drop the numbers they make no sense and make things slower than they need to


-focus on creating some sort of rhythm between moves and their relation to each other like some rock, paper, scissors type


-choose whether you want to do a diceyrolley fighting game or something that plays with the staged nature of pro wrestling


I'll elaborate further on stuff some time later
 
I suggest first deciding whether you want the focus of the fight to be the RP or the dice. Given the nature of pro wrestling, you probably want to let them pick (and especially describe) the moves they're making.


A "coin toss" (as represented by a 2-sided die perhaps? Yay for impossible, digital dice!) sounds like a good way to decide who goes first.


I would suggest that you instead use the dice to determine whether a particular attack succeeds. How about, each type of attack does a certain amount of hit point damage, and the more damage it causes, the harder it is to succeed? I'm not familiar with wrestling moves, so you'll know better than I would how each attack would rank, but here's a general example:


State what type of attack you're making, and describe the action. Then roll a 20-sided die.


--Light attacks hit on a 5 or greater


--Medium attacks hit on a 10 or greater


--Heavy attacks hit on a 14 or greater


--Finishers hit on an 18 or greater, or if the opponent has been reduced to 0 HP (that gives the winner some shiny descriptive moments).


For reversals: if the attacker misses, the defender then rolls a 20-sided die with the same difficulty as the attacker would have. For example, if the attacker tries a medium attack and rolls a 3, the defender can then roll and hope to get a 10 or higher.


You can make it more complicated if you want, with rolls for defense and such, but that's my thoughts on it.
 

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