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Fantasy Witcher Tales: OOC

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I'm not familiar with dice rolls to be honest, but I wouldn't be opposed to using them in a limited degree. Perhaps we could use them, by rolling like a D20 or something, to gauge just how strong a party of enemies are. For the most part though I like creative freedom, Dice rolls make a roleplay, IMO, seem more like a game then that of a story.

My main problem with monsters, or enemies in general, is making them dangerous. I want the stakes to be high ya'know? I don't want us to stumble on a werewolf or something like that, then make it a simple cake walk in killing the beast. See what I mean?
 
I'm not familiar with dice rolls to be honest, but I wouldn't be opposed to using them in a limited degree. Perhaps we could use them, by rolling like a D20 or something, to gauge just how strong a party of enemies are. For the most part though I like creative freedom, Dice rolls make a roleplay, IMO, seem more like a game then that of a story.

My main problem with monsters, or enemies in general, is making them dangerous. I want the stakes to be high ya'know? I don't want us to stumble on a werewolf or something like that, then make it a simple cake walk in killing the beast. See what I mean?
Which is why dice rolls would be useful. sure it would make it seem more like a game but tbh combat is really difficult to write without seeming op or mary sue ish. with dice rolls its all up to chance and luck. and the better the character is, the more likely he/she is to land a hit.
 
Knowing Liliana's luck she'll die first XD

her luck outnumbers her experience

her luck is shit. utter shit
 
Perhaps just have a challenge ratio for each monster and depending on IC training, tactics, the GM determines each characters current challenge ratio, etc. So many things have to be taken into consideration... health...regeneration rate... weaknesses...strengths... etc etc.

I'm sure we won't be constantly encountering monsters so another way to do it is also just to talk in general. Just be hey, this dude is really difficult because of this and that... My character's instinct would be this etc.... if anyone mary-sues well we'll just make fun of you and call you out and lowkey tell you... *usuck*
 
Perhaps just have a challenge ratio for each monster and depending on IC training, tactics, the GM determines each characters current challenge ratio, etc. So many things have to be taken into consideration... health...regeneration rate... weaknesses...strengths... etc etc.

I'm sure we won't be constantly encountering monsters so another way to do it is also just to talk in general. Just be hey, this dude is really difficult because of this and that... My character's instinct would be this etc.... if anyone mary-sues well we'll just make fun of you and call you out and lowkey tell you... *usuck*
We should probably figure out our character's stats and levels as well tbh
 
Hey MrBossMan MrBossMan I was thinking that Griznir and his mercenary company could be hired by the silmans to attack the Locklongs by posing as bandits. Raiding the villages and towns looting and pillaging attacking the Locklongs soldiers. Etc.
 
Sorry for the inactivity, I got drunk last night.

As for the Bandit thing MrThe MrThe I'll PM you when we get to that point. I like the idea and could see a point where he'll come in handy for the plot.
 
MrBossMan MrBossMan

Variables example: knowledge, strength, dexterity, etc... we can do it on a 10 rating scale.

1. automatic failure at any task requiring that skill
5. like the average healthy males of society
10. a God at task requiring solely that skill.

get what I mean?
 
D d1uni5ys24si3o

Ya I get what you mean, I'll just have to find a way to best implement it into the roleplay. Now before I lay out this plan, and this applies to everyone, I'd like to hear your feedback and ideas. I want everyone to have a voice in this because it effects everyone.

Now is what I'm thinking is laying out a few basic skills. Kinda like a D&D game where they have attributes. Things like strength, dexterity, wisdom, charisma etc. Then giving everyone a certain amount of points to reflect your characters power in those abilities.

For instance my witcher might have a high dexterity level, but a low charisma because he ain't one to talk much with people.

But take Iskandar Iskandar and his character, who isn't one built for a fight, but can talk your pants off, his attributes might differ.

See what I'm saying? Or do you think something else would work better? Let me know guys I'm 110% open to any and all ideas.
 
D d1uni5ys24si3o

Ya I get what you mean, I'll just have to find a way to best implement it into the roleplay. Now before I lay out this plan, and this applies to everyone, I'd like to hear your feedback and ideas. I want everyone to have a voice in this because it effects everyone.

Now is what I'm thinking is laying out a few basic skills. Kinda like a D&D game where they have attributes. Things like strength, dexterity, wisdom, charisma etc. Then giving everyone a certain amount of points to reflect your characters power in those abilities.

For instance my witcher might have a high dexterity level, but a low charisma because he ain't one to talk much with people.

But take Iskandar Iskandar and his character, who isn't one built for a fight, but can talk your pants off, his attributes might differ.

See what I'm saying? Or do you think something else would work better? Let me know guys I'm 110% open to any and all ideas.
Love it. I'm all for it. I love DnD sooo xD And hoenstly with a roleplay that involves combat and improving onself, you kinda have to include these stuff. I mean thats what any rpg is all about and it all started with DnD. And the witcher is an rpg.

maybe we should include a new section in our CS with attributes (strength, dexterity etc), alignment (Lawful good, Neutral good, etc) and proficiencies (what they're good with, kind of improving the strengths tab)
 
Yeah I am down for a stat system like that. I am pretty used to it due to DnD and Fate RPs. So sounds good to me.

Love it. I'm all for it. I love DnD sooo xD And hoenstly with a roleplay that involves combat and improving onself, you kinda have to include these stuff. I mean thats what any rpg is all about and it all started with DnD. And the witcher is an rpg.

maybe we should include a new section in our CS with attributes (strength, dexterity etc), alignment (Lawful good, Neutral good, etc) and proficiencies (what they're good with, kind of improving the strengths tab)
And I am also down for what Shadow has suggested
 
I have no idea what DnD consists of, whatsoever!
 
However, I am willing to try ^_^
 
why and how do we always do this? rip
 

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