(04-26-2015, 09:55 PM)Verad Wrote: To be fair, I understand how simple /random high-roll-wins combats are unsatisfactory. It's why I have a roll-system linkshell with a more complicated set of rules and a sheet system. Even in /random, however, I would consider it the mark of a good player to acknowledge that the dice don't go the way they expected, and then craft the narrative around that unexpected result, than to try and deny the result entirely.
I've seen this done before to hilarious or impressive degrees. My own "Fighter" character regularly spars in the basement of the bar he runs (Rum 'n Rumble, Mist Ward 5 Plot 20- check out my fightin' pit!) with all comers, and he's both won and lost. Usually, I just leave it to /random.
The best was when I rolled a 999 and my friend Rinh rolled an ACTUAL 0. I did not know there was even a 0 you could roll. It was amazing.
Typically, I leave roll combat as a way to inject randomness into a roleplay. In actual combat, I like to go in knowing an outcome and working towards the end with the other player to tell the story.
Characters: M'sato Tia (Lost Soul Seeker), Soren Walker (Ishgardian Midlander Pilot), Solomon Laguerre (Elezen Mercenary/Bar Manager)
Send me a PM if you feel like RP!
Send me a PM if you feel like RP!