
I'm usually just generous about rolling and try not to treat it with too much tediousness. If we're sparring or something, I'll describe an attack and roll to give them the opportunity to dodge, counter attack, or whatever they want and they typically vice versa. As far as like actions in public, I feel like sometimes people have too many steps and I don't want to take all that time for just one action. Like if I was to try and hypnotize someone with a sleep spell... Supposedly you could roll against them to check perception if you're being noticed by anyone in public(so everyone around you RP'ing I guess can roll against that), then a roll to cast the spell, then they roll to see if they can wake up, and then roll to- it just keeps going to where it feels like too much for just one turn of actions.
I kinda simplified it a bit to 1-2 rolls, typically one. So I sneak out a wand out of my coat and roll to cast sleep on someone to put them asleep for a minute IRL time or maybe just for 2-3 /em's). Then of course I'd apply game mechanic logic, like if I tried again and put them to sleep, a status effect has less effect on a target who was just inflicted... so I'd reduce it to like 30 seconds or 1-2 turns instead. I try to be reasonable and not too tedious about it, obvious this all includes if I even won the roll and successfully cast it on them. I digress though....
As for situations where it's like a master against a novice, I usually tend to treat it lightly. Like if the novice wins something against a master, and assuming I'm the novice, I just say it was "somewhat" successful in my own wording. Like for example me being a novice swordsman vs a master trying to cut a log perfectly in half like he is in a contest. Let's say we roll to determine who's log is cut better/faster/etc who wins and who doesn't cut it. I roll lower than him, he obviously cuts it in half np and I fail to... Say I won and he doesn't, I could just get halfway through the log successfully but get the blade a lil stuck while they can write however they want. I usually apply some logic to ideas like that reasonably.
tl;dr: I don't follow a particular system or setup, I typically roll the dice like rock paper scissors with someone and we feel it out reasonably and generously. If it's something god-mode worthy or too much, I include more dice rolls depending on what it is. I've always been a believer that RP is about communication to have fun rather than power trips or statistic ruling to create it. We're all human, just have a good time :p.
I kinda simplified it a bit to 1-2 rolls, typically one. So I sneak out a wand out of my coat and roll to cast sleep on someone to put them asleep for a minute IRL time or maybe just for 2-3 /em's). Then of course I'd apply game mechanic logic, like if I tried again and put them to sleep, a status effect has less effect on a target who was just inflicted... so I'd reduce it to like 30 seconds or 1-2 turns instead. I try to be reasonable and not too tedious about it, obvious this all includes if I even won the roll and successfully cast it on them. I digress though....
As for situations where it's like a master against a novice, I usually tend to treat it lightly. Like if the novice wins something against a master, and assuming I'm the novice, I just say it was "somewhat" successful in my own wording. Like for example me being a novice swordsman vs a master trying to cut a log perfectly in half like he is in a contest. Let's say we roll to determine who's log is cut better/faster/etc who wins and who doesn't cut it. I roll lower than him, he obviously cuts it in half np and I fail to... Say I won and he doesn't, I could just get halfway through the log successfully but get the blade a lil stuck while they can write however they want. I usually apply some logic to ideas like that reasonably.
tl;dr: I don't follow a particular system or setup, I typically roll the dice like rock paper scissors with someone and we feel it out reasonably and generously. If it's something god-mode worthy or too much, I include more dice rolls depending on what it is. I've always been a believer that RP is about communication to have fun rather than power trips or statistic ruling to create it. We're all human, just have a good time :p.