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1wolffan

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PostPosted: Sat Jun 13, 2009 10:45 pm


I'm not sure I quite understand your statement.
These powers are ones that get learned along the way. In the game those particular abilities need to be learned from the weapon listed. But if I were running him through a story, he'd learn them other ways. From various sources; it could be quite fun.
PostPosted: Sat Jun 13, 2009 11:10 pm


I guess I have just never seen abilities, current or future, listed like that. It is usually more vague in the RPs I have seen.

LillianSaire
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1wolffan

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PostPosted: Sat Jun 20, 2009 9:05 pm


I stick with what works. And this was the way I got used to RPing. Even if it was just a video game.
PostPosted: Sun Jun 21, 2009 1:41 pm


i kinda ran through the thread, I just came in to review your ogre for you. Which reminds me, i thought you only did humans?
anyways, he's ok. I think the whole strongest in 300 years thing is a little to storybook, like being the strongest among his peers or even in the last decade, impressive. 300 years? and prettiest, smartest, most agile? a little much, in my opinion. im a big advocate for giving characters flaws from the getgo. weaknesses, unlikable points, etc

summoora


LillianSaire
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PostPosted: Tue Jun 23, 2009 3:32 pm


Doesn't the being an Ogre cover the unlikable points fairly well?
PostPosted: Tue Jun 23, 2009 7:57 pm


Actually summora found the second thing wrong with my character. He's a twink. As with the part about him having some magic abilities, I have an explanation...

He's definitely ugly, and mean looking, and very intimidating (the ogre clan is worse). But, he doesn't like being as such, and therefore wages an inner battle of immense proportions. Actually, while adventuring with him, it would be discovered that he's actually half human. His true father was a particularly ugly human. His mother obviously WAS the chief's mate. They ended up getting together due to a tavern, and large amounts of intoxicants. I realize this is a little cliché, but I'm still trying to work out another option.

As to the strongest in 300 years...
That's meant to give him legendary status. This guy was designed mostly to be in a D&D world. While adventuring with him more, the other players would discover either a prophecy, or some kind of temporal loop. Where every 300 years another Ogre is born with legendary abilities. But to the understanding of the Ogre species, that's only strength. It wouldn't take into account brains, or other abilities not normally associated with ogres.

Depending on the story, he may even have to marry another half ogre to be the ogre from the prophecy (time-loop). Similar to the twist in "Bullet Proof Monk" where two different beings actually amount to two halves of one prophecy. I just wouldn't be able to share all this info right from the start of any RPs I know. Because most of his past shouldn't be known by his traveling party.

1wolffan

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1wolffan

5,800 Points
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PostPosted: Thu Jul 02, 2009 6:26 pm


As a matter of fact I'm thinking of reworking my friends D&D style game. I think I might call it "D&D Tactics" or "D&D Battles" It'll be mostly the battlefield encounters from full D&D Campaigns. Helping people to work out various strategies without worrying about their character being removed from play by death or other means.
PostPosted: Thu Jul 02, 2009 7:49 pm


Would you be interested in making a guide on how dice battles work in forum RPs?

LillianSaire
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1wolffan

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PostPosted: Sat Jul 04, 2009 7:54 pm


I'm afraid I don't have enough experience. It'd be tough with no grids to work with, and such.
PostPosted: Wed Jul 08, 2009 12:10 pm


With the assumption that the two characters are in the same area and of similar or equal power, how would that battle be done with dice?

How to write out things and roleplay, while rolling dice on posts and trying to string it all together?

LillianSaire
Captain


1wolffan

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PostPosted: Thu Jul 16, 2009 9:37 pm


It's really more a table game. The die just decide if you hit or not. With various abilities assigned to number rolls. The most common roll is a d20, to decide success, with multiple d6 dice rolled for damage and such. That varies depending on ability and such. The following is what I notice is a common set for dice (before the 'd' is how many dice. After the 'd' is how many sides on the dice):

3d4
6d6
a couple of d8
2d10
d16
a few d20
and then maybe a d100 somewhere in there


If you roll a d20 and get a twenty, that's a critical hit, and you have to roll again for how critical. A one is also a critical, but it's a critical MISS. Same thing... You have to roll for HOW critical. One of my favorite tales from a D&D game involved one of the main characters on some mission to save some peasant/prince-in-disguise. He decided to attack a rat in an alley with his Scythe (it had run off with an important key). His rolls were as follows...

1 - 20 - 1 - 20 - 18
(which translates to...)
Crit Miss - Some thing big happens - it's an epic fail - it definitely does damage - And a good amount of damage too.

The action played out roughly like this.
The character swung at the rat but struck cobbled road. The head of the scythe flew off, ricocheted off of a building, hit the peasant/prince and decapitated him.

If his roll had been "1 -20 - 3" the scythe would have struck the ground bounced up and hit a wall falling to the ground on contact. If it had been "1 -20 -18" it would have embedded itself in said wall. So you can see where this might have humorous results.
PostPosted: Thu Jul 16, 2009 9:50 pm


How would one go about having this make sense in a forum RP, since the dice are above posts and not below them?

Writing out about what the critical mis did, and the characters actions, attempted an otherwise, how would this be done?

(A two player scenario might be easer than a 4-5 RPer scenario but your choice.)

LillianSaire
Captain

1wolffan rolled 1 20-sided dice: 5 Total: 5 (1-20)

1wolffan

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PostPosted: Fri Jul 17, 2009 11:08 am


Well the roll at the top would be the result.

I'll do an example here.

I have a rogue for this example. He'd like to pick a lock on a door. The door is on an average house, with average security. Through various skills he gets +5 for lock picking. The lock to this door has a security level of 15.

I will now roll...
1wolffan rolled 1 20-sided dice: 7 Total: 7 (1-20)
PostPosted: Fri Jul 17, 2009 11:10 am


I rolled a 5 (+5) is 10. My rogue was not careful enough, and failed to open the lock. He grumbles to himself about being so careless, tries to focus, and gives it another attempt.

(rolling again)

1wolffan

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1wolffan rolled 1 20-sided dice: 8 Total: 8 (1-20)

1wolffan

5,800 Points
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PostPosted: Fri Jul 17, 2009 11:12 am


7 + 5 = 12

Almost, but not quite. The rogue loses some confidence, and realizes he might need to practice more before being able to pick this type of lock. But he steels himself, and gives himself one last chance...

(rolling)
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