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DM Events and RP Battles, the Template:

Posted: Wed Feb 09, 2011 12:00 am
by *DM_Duke
RP battles are something that everyone of us love, they truley influence the RP side of a battle by engaging long emotes which effectivly give more depth-of-description to what a character is choosing to do. Weather you're notching an arrow to launch it at a chandeleer above an enemy, or to use your strength to force a leaver back to close a gate, RP Emotes have always been the core of any roleplaying server just as much as the content of character wording.

But how do you strike a fair medium as to what a character can and cannot do? How do you make sure every cutter from the poor level 1 sod to the boisterous level 30 muscleman have an equal chance at getting their share of glory?

We, Sigil have developed an answer.

Through long consideration when involved in such events, we have decided that for the time being a standard template will be taken to determine the overall effectiveness of roll emotes.

Without further adoo, I present the Primary Ability Roll Attribute System:

What is it?
It allows us to determine the effectiveness of a characters actions by using the 6 primary stats that they harness. These will not necessarily replace secondary stats but reprisent the multitude of stats instead narrowed down into a simpler yet equally entertaining format.

These rolls include:

Strength: This roll will determine a characters physical actions requiring strong leverage, some degree of intimidation will also be involved with this roll. It will determine actions such as opening a padlocked door forcefully, or strong-arming a powerful opponent over ones shoulder.

Dexerity: This roll will determine individual character reflex, how accurate an arrow shot is and how effective a dodge-roll is generally influencing 'here and now' movement. These might include actions such as sensing an immediate threat from behind, reacting swiftly to flurry a foe or using swiftness over strength to outflank an opponent.

Constitution: Naturally, this determines endurability, both on a physical survivability side and on a metaphoric humor side. Con will now determine how well your armour survives, and you behind it, weather that sword blow takes a clear cut through your defences or weather you can stop swords with your bones. Such rolls will determine other more minor factors such as poison tolerance, alchahol tolerance and the ability to outlast bodily threats in general.

Intelect: Your know-how, your cant, your understanding of the world around you from those little text-books you read and tutorings 'you' payed attention to. In addition to wizardry assosiated spellcraft and rogue/swashbuckler know-how, this roll will determine how much of a smart-berk you are. It will determine weather you understand something other people didnt, weather you can pick up subtle clues in a hint and how effectivly you can deduce evidence and logic in general, this is a common sense thing but doesnt necessarily apply to street smart, though it could given reason.

Wisdom: Your street-knowhow, but also your ability to willingly endure things from the power of faith alone. Weather your employing the power of common sense to determine weather you suspect a trap to be in a room, or to determine with hand-eye vision that theres definatley something suspicious about that walls shape, the one marked with a strange emblem.
Wisdom will now govern the above, determining your common sense in terms of here-and-now logic, it will also determine divine casting spells as ever.

Charisma: How reputable you are, how much of a charmer or an intimidating presense you are in the team, this now governs all the factors that would have genrally governed individual segments, allowing you to combine various wordings to create more believable personality for your character. Maybe you wanted to intimidate someone then reason with them diplomatically by doing so, or bluff someone manipulativley into doing something, while threatening them with blackmail. Now you can.
Furthermore, Charisma will also determine the spellcasting traits of Bards and Sorcerors and thus anything assosiated with the spellcasting of the above as ever before.

In short summary:

Str=Physical Effort

Dex=Accuracy, Swift Reflexes

Con=Endurability, Tolerance to Poisons and other bodily influencing effects.

Int=Know-how, your ability to read text-books and converse fluidly in a manner that seems so pompus everyone hates you but you smugly know your still right! Also applies to Int-based spellcaster classes ability to cast spells.

Wis=Street-smart, you've been there, done that, you know its stupid, dont do it twice. It determines your common sense, spotting the unseen, the ability to deduce logic without a fancy book to explain it. It also governs your ability to ressist mind-influencing powers and assosiates with divine spellcasting as ever.

Cha=Your ability to converse your way out of jail, and your ability to flirt the ladies all in one! Plus it helps with those natural tallents like casting spells bard-lock-sorceror style!


Note:

This template will be used by our DM team primarily in roll-based scenerios, but each individual DM may choose to ask you to roll individual secondary stats if the situation feels more specifically assosiated, or the DM wishes to take on their own individual roll-this-format.

Thank you for your time Sigil and I hope you will take note of this, it isnt a change nor is it mandatory, but it should help to make things more template for everyone trying to understand the basics of roll emoting and debating amoung each other what the best way to deal with it is.