Pen and Paper

Rex That Betrays

Junior Member
So right now my D&D group is disbanded for what may end up being an eternity and that's beginning to starve me of my desperately needed RP experience.


So I remembered way back when there was allot of interest in Sui's dice based rp and back when I tried it there was some enthusiasm for my past attempt at a D&D roleplay


Sui's failed because he never got around to finishing it. Mine failed because it was too complicated to be practical in a play by post format.


So I thought I'd throw the idea out there another time. Is there any interest in a stat based, dice rolling dungeon crawling campaign?


If so what are the kinds of things you'd like to see


How complicated or how simple would you want it to be.


Would you want to use a system made up for the roleplay or a more established pen and paper system like D20 (or more rarely D10 - Percentile)


What kind of setting would you want, fantasy, sci-fi, western, boxing?


I'm looking for at the very least 3 people but preferably 4 or 5 and no more than 7 (any more than that and we will all just start stepping on each others toes)
 
Rex,I'll be brutally honest.


I've ALWAYS wanted to get into D&D. However,I was never able to find a group to play with. There was a D&D thread here before,but it fizzled rather quickly. As for what I'd like to see in your D&D thing...


I'm all for either Fantasy (D&D) or Sci-Fi (Dark Heresy). As for what we can do...Maybe we can tack a regular RP to the stats?
 
That's exactly what the plan was, D&D isn't all dice rolls and stat checks there is a roleplaying element to it. How I imagine it working out would be like in any RP battle you never say you actually punched someone but that you made the move to punch and you let the other person reply with whether or not they were able to dodge the punch. However here it wouldn't jsut be in combat it would be when you try to open a locked door or want to climb up a building face or search a room for hidden doors, you'd use the dice roller code and then check to see if your successful and if you are the DM tells you what you find.


So that's 1 person so far 2 more to go (at minimum) let's go people!!!
 
I would love to try it. I have only played D&D once with four people. We never finished our campaign, but we met a couple of times to play. I dont remember how the dice work, so i would need to have that explained. But it sounds like a cool idea.


I think i would prefer something that is somewhat simple and casual since this is going to be post-based. I'm up for pretty much any setting as long as it's original and exciting which it probably will be C:


Definitely notify me if you get enough people to start a thread!
 
Alright there's our minimum 3, let's see if we can't get one or two more. I've already gotten started on the RP setting and basic plot.
 
I'd definitely be willing to hop back into something like this. This sounds like just my cup of tea.


And if you want my help with anything, I'll be willing to lend a hand anytime I'm around.
 
Alright so at Riddle's suggestion and after thinking about it I believe using the D100 is the best and easiest system to impliment.


What this means is that all of your stats and skills will be based on a number between and including 1 to 100 and your goal on a roll is to roll a d100 at or under your stat or skill number.


If for example there was a walking skill and you had a walking skill of 50 you would have to roll a 50 or lower to successfully walk. This is simple enough outside of combat but within combat I found in order to keep things interesting I had to make combat a little more dynamic to realistically translate the difficulties and stresses of making good decisions and executing maneuvers in the heat of battle when swords and arrows are flying everywhere.


So here is what I have drawn up for combat, if you have any suggestions, concerns or improvements (since you'll be the ones using this system) feel more than free to voice them, and if they seem awesome or at least reasonable changes to make I'll go ahead and rework things to include them.

Combat:


In combat you can take X free actions (equal to half your level rounded down to the nearest whole number but no lower than 1) plus X number of exceeding actions at a +X times 10 penelty to your roll


for example you are level 1 and thus can take 1 free action, you wish to do a jumping attack so you you must use 1 free action on either the jumping or the attack and then take a +10 penelty to your roll (1 times 10 = 10)


If you rolled a 30 you would add 10 to it thus making your result 40


Note: At level 5 you will have 2 free actions (2.5 rounded down) and so you can perform the jumping attack without penelty.


The use of a special skill/attack/spell constitutes using an action So if you desired at level 1 to do a jumping spinning attack you would make the jump for free then take an X times 10 added penelty to your role, in this case X = 2 because of both spinning attack and jumping and so 2 times 10 equals a whopping +20 to your roll. This means that if you're target roll was under 30 and you rolled an 11 adding 20 to your role would put you at 31 and forcing you to fail.


If in combat your action fails or your enemies action fails it will leave you or your opponent open to attack, attacking an opponent whose last action failed will grant you a subtraction of X times 5 to your next action role taken against them where X is every action they failed to take. If your opponent failed a jumping spin attack, 2 failed actions multiplied by 5 would grant you a -10 on your next attack role! This is the difference between a 29 and a 39 or a 21 and a 31 if your target roll was a 30 or below.


Timing when you use your attacks and how you make them can be critical for the strategies of combat.


nominating a target for the attack such as aiming for the eyes or chest specifically (you may damage these in the course of battle without attempting to but the specific attempt for the targeted area will be treated as an action for the added concentration and effort involved)


Movement will never take up an action except in the case of jumping or sprinting, walking, running or jogging cost 0.


Outside of combat you are free to run, sprint, jump, open doors and whatever else you can think of without paying any mind to how complex the action is, simply make an appropriate skill roll. Certain invisible penalties might be added due to terrain, current physical health or condition and other behind the scenes factors that will inform the GM whether or not you succeeded.
 
So, at lvl 1 we have 0 free actions?


or do we start out at a lvl higher than 1?
 
Sounds good. I can almost guarantee that i'll be confused at first but it seems simple enough that i'll get the hang of it haha
 

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