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Posted: Mon Mar 08, 2010 6:25 pm
Another concept that I have is using turn by turn battles using the dice rolling option in posts. I stole this idea from someone else but thought it was a good idea.
So player A goes and he uses the dice option and gets a 5. Player B rolls and gets a 8. Player A can deal 5 damage and Player B can dodge/counter or deal 8 damage
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Posted: Tue Mar 09, 2010 8:34 am
This would work really well for RPs involving lots of fighting or other competition. But instead of rolling for damage, I'd say just foll for an outcome, and then roleplay to bring that outcome into reality. Like, say you are roleplaying as gladiators in a Roman coleseum. Player A and Player B are the first fighters to go. They roll to see who will die (gladiators fought to the death in most cases). Player A rolls lowest, so he's the one who has to die at the end. If you wanted, you could also roll to see how many posts you got to make this happen. Personally, I think it would be less of a hassle than rolling to deduct hit points, since that would take a long time considering that this wouldn't be done live (in person), and one person could just randomly log off for days. if you roll to an outcome and the other person disappears or can't make it back, you can always finish up the game without them (from your own character's point of view, of course).
Of course, it should really be up to the creator of the roleplay which system, if any, they choose to use, as some RPs don't need them, and some GMs trust (well, assume) their players to fight fairly.
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