
I don't think anyone's mentioned this yet (but it is still early and I'm only on my first cup of coffee). I use the in game /random as a percentage system for performing certain feats like dodging that poison dart trap or noticing a hidden door. I'll scale the "difficulty" according to the character's general skill/abilities (nothing set in stone). So if the character is a skilled game hunter, I figure they'll probably be pretty good at noticing a shadow seems to be following them and will set the bar pretty low (/random 400 or higher, for example). If the character is the academic type, prone to long periods of focused study, I'd expect say, 700 or higher.
For combat, I go with the higher/lower thing with the numbers used as a sort of modifier. So if the character randoms an 850 to the opponent's 130, whatever they do will probably send the opponent flying/to the ground. I want the fight to progress logically. Better /randoms combined with detailed emotes (what is targeted, for example) and the character will win.
This system requires a lot of trust all around. The players trust me not to make things impossible for them and run things fairly and reasonably; I trust the players not to fudge their rolls or go into god mode (when running a scene, we may not all be in the same location.) I have successfully run dnd-style narrative scenes this way.
For combat, I go with the higher/lower thing with the numbers used as a sort of modifier. So if the character randoms an 850 to the opponent's 130, whatever they do will probably send the opponent flying/to the ground. I want the fight to progress logically. Better /randoms combined with detailed emotes (what is targeted, for example) and the character will win.
This system requires a lot of trust all around. The players trust me not to make things impossible for them and run things fairly and reasonably; I trust the players not to fudge their rolls or go into god mode (when running a scene, we may not all be in the same location.) I have successfully run dnd-style narrative scenes this way.