I have some plots I'm thinking of starting on the server, but parts of them do involve dice-roll combat. I know some folks have expressed some frustration over dice-rolling because, while it keeps things fair, it also is entirely random without any attributes to kind of sway things one way or another.
To counter this, I wanted to use an extremely awesome dice-roll/character sheet system Faolan Woodlock came up with for his events - though I've altered it to make more sense with what I'm going for and to be more compatible with player vs player combat.
Does this sound like something you'd use?
I might alter any aspect of this tweaked system to make it easier for folks to grasp and run with.
MUTABILITY
Mutability is the ability to adjust to change. Mutable personalities prefer to bend with that which they cannot control, rather than fight it. They are fast to learn the best way to adapt to the current situation. Those who identify with mutability are familiar with the currents of change, and more adept at manipulating them to their benefit. This is a dangerous game, as those who create too many waves risk being swallowed by the sea, and such manipulation can often have... Unexpected side effects.
and FORTITUDE
Fortitude is the ability to maintain identity in the face of change. Those with fortitude are not deterred by adversity, are capable of driving forward even against errant tides. No matter the situation, these individuals are granted heightened endurance in all regards. But brute force cannot force all locks, and those incapable of adjusting may just as soon hinder their comrades as they are to carry them.
EMPATHY
Empathy is the ability to identify with the emotions of others. Empathetic individuals are capable of sensing another’s true motives and feelings, and are thus better equipped to either support or manipulate them. How they decide to use this ability varies. But this influence comes at a cost, and those with high empathy are far more vulnerable to the psychological states of others or the influences of certain devices.
and INDEPENDENCE
Independence is the ability to operate without the support of others. The independent are less likely to be manipulated by others, and are resistant to the maddening effects of isolation. Though their own strength does not hinge on those around them, even the most self-reliant individuals will find that their potential is limited by their solitude.
INSTINCT
Instinct is the primal drive to act without thinking, strike without hesitation, move without fear -- the rush of tensing muscle and building emotion that guides one forward without chains. Those with high instinct are more perceptive to articles of importance, even before any such purpose has presented itself. Be wary, as not every choice made out of pure instinct alone is always the right one.
and WISDOM
Wisdom is the ability to sort knowledge within the grand scheme of things. The minds of the wise are quick to piece together fragmented ideas or clues. Through logic or retrospective analysis, patterns and meaning will reveal themselves. Stalwart tethers to reality may hold these individuals steady, but they will just as soon snare in the face of things their minds cannot grasp.
EMPATHY-------------- o o o o o | o o o o o ------INDEPENDENCE
INSTINCT--------------- o o o o o | o o o o o --------------- WISDOM
EMPATHY-------------- o o o â— â— | â— â— â— o o ------INDEPENDENCE
INSTINCT--------------- o o â— â— â— | â— â— o o o --------------- WISDOM
Be as true to your character as possible, but never forget that all things come at a cost. There are pros and cons to every attribute; An attribute that saves you in one roll may very well damn you in the next. Any configuration will come at consequence. I ask that you do not put all 5 points into one attribute without first discussing the matter with me. This ratio reflects a dangerously skewed psyche that will have unpredictable and likely detrimental effects on the campaign.
Attributes also define your characters health, energy, and sanity.
DO NOT simply choose your stats to min-max. Choose them according to what fits your character best.
Determining your character's...
HEALTH
Your character's vitality. Health = 10 + (2 x FORTITUDE) When another character heals you, the amount you are healed for is determined by your MUTABILITY.
ENERGY
Spent in attempts to use an artifact or artifact fragment. Energy = (2 x INDEPENDENCE)
SANITY
Mental stability. This decreases with every successful use of an artifact. Sanity = (2 x WISDOM) When another character heals you, the amount of sanity restored is determined by your INSTINCT.
MANA
This attribute is strictly for healing as I know several healers like to have this option during events. The number of times you may heal others in battle is determined by your EMPATHY. You can either restore Health or Sanity, but not Energy. Mana points are not a factor in magical combat, you can use as many offensive spells as you like.
Please note: Hitting 0 in Health, Energy, or Sanity is not necessarily a total loss. In fact, you may unearth hidden aspects of the story you otherwise would not have been able to access. As Faolan often says in his campaigns: "Death is not always the end."
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During combat, you select ONE attribute as the driver of your attacks. That attribute determines the number of rolls you use in your attack. As an example, if you have 4 FORTITUDE, and you use that as your attack stat, you roll 1d20 4 times. (Don't use 4d20 in rolz.org since it just adds them all together like a derp. :C )
When defending, you must use the stat opposing the one your adversary used against you to counter. So if you were attacked via FORTITUDE, you must counter with MUTABILITY. When defending, every roll that is higher than one of the rolls from your adversary nullifies one blow.
If your character takes a single hit, they lose 1 HP.
ALTERNATIVE VERSION
Mutability --- Fortitude is swapped out for Magic --- Physical. Slots 1-5 symbolizes your level of experience in addition to your level of defense magic or melee.
5 - You are a master of a particular art of magic or war / Highest level of defense against magic/melee
4 - You are highly skilled or extremely experienced
3 - You are competent
2 - You are learning to hone your craft.
1 - You are a novice. / Lowest level of defense against magic/melee.
Players are not required to spend all points and can spend UP TO 6 points in Magic or Physical. This means you can dump 5 in one attribute, but there will always be 1 in the other. (Just so that you're not totally incapable of defending yourself against a specific type of attack, unless you feel like it suits your character.)
Combat would be replaced by you using your Magic or Physical stat to determine rolls.
Rank 5 Physical means you get 5d20 (all rolls added together to one). You block Physical attacks with your Physical Defense and Magic attacks with Magic Defense. This means mages are naturally better at fending of magical attacks while warriors are more adept at warding off physical attacks.