Forum RP experiment - Seeking Volunteers - Printable Version +- Hydaelyn Role-Players (https://ffxiv-roleplayers.com/mybb18) +-- Forum: Community (https://ffxiv-roleplayers.com/mybb18/forumdisplay.php?fid=8) +--- Forum: RP Discussion (https://ffxiv-roleplayers.com/mybb18/forumdisplay.php?fid=13) +--- Thread: Forum RP experiment - Seeking Volunteers (/showthread.php?tid=2073) Pages:
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Forum RP experiment - Seeking Volunteers - Mtoto Wamoto - 06-03-2013 Forum RP Experiment - Dungeon Crawling RPing PvE situations and IC character profiling/character sheets. The following is a system that could possibly be used as a potential alternative for roleplaying player vs environment situations such as dungeon crawling as well as establish a character profiling system that would facilitate the RP combat system. I’m presenting this as a fun little experiment that could potentially serve as an alternative system to dungeon crawling RP where the characters involved may engage in combat against monsters and other enemy NPCs. The battle system described below is designed to aid in RPing out fight scenes against NPCs only. I do not intend to have this used for any manner of RP PvP. For this system to function, players who use it would need to create a character sheet as outlined below at the bottom of this post.. The goals are as follows:
At the start of the RP session, the creator (from here on known as the DM) will give an opening scene to establish the time, place, NPCs involved and any events that are currently happening as well as the max amount of character allowed in the session.
At the start of every character’s turn, the following options are given to them. React
Below are the list of actions that a character may make. Characters  may only choose one. Alternatively, the character may ready an action to be used in the next rounds opening turn. (Raises your weapon to strike at anything that may come into range for example would create a means to attempt to parry an unsuspecting attack.) This preemptive action becomes the reaction of the next turn.
Skip Turn
Full Turn Action
Example Scenario: Towering over the party, a massive structure of metal stands before the group, blocking their path and preventing them from proceeding any further. It begins to rattle and shake, coming to life as one armored leg moves forward, stepping towards the trio before it. The giant’s folded arms groan as the rusted chain and plate begin to shift all the while reaching to take hold of an equally massive greatsword placed in front of the hulking dulahan. Without hesitation the giant draws his weapon, swinging it down towards Genevieve. The above is the opening to the round, which details the current situation at hand. An event has occurred and the group is thrust into a battle against it. Nimble as can be, Mtoto leaps towards the hulking mass of rusting iron, making an attempt to strike at the weaker metal surrounding the dulahan’s knee joint in hopes of disabling the giant’s right leg. “Look for weak points!†she yells back to her party. Mtoto has moved and used a combat action, thus her turn is over. Noticing his comrade lunge towards the giant iron clad monster, Myllor uses this chance to chant out the words to cast a volley of stone towards the creature. Myllor has not moved and is allowed to cast a spell which has now used up his combat action and ends his turn. Attempting to quickly hop out of harms way to dodge the dulahan’s crushing blow, Genevieve jumps back as she prepares her weapon in the process. “Watch out! This one is heavy!†Genevieve is reacting to an attack the dulahan made earlier in the round by attempting to dodge by jumping backwards. This has not yet consumed her move option nor has she actually performed an action for this turn. Both are still available to her should she choose to do so. At this point, each players turn will be taken into account to determine the outcome of the round. How results are calculated. At the end of each round (once every player has used up their turn), the DM will review each turn and determine the results and the effects of the events that have just taken place. Combat related actions. In the case of a combat action, the DM will roll a D20 dice to determine the result of said action. The base factor is a roll of 10 and under is a miss or failed attempt, while a roll of 11 and higher results in a successful action. This base factor can be altered through the following ways.
Being Incapacitated/Knocked Out In the case that the results end with the character being struck and hurt, they are given a strike. Should any character reach 5 strikes within a session, they are considered incapacitated and down until they are otherwise “revivedâ€. When the character is down, they only have two options available to them. They may either roll a D20 dice for a chance to be brought back in a severely weakened state which bringing the character back down to 4 strikes. or they may skip their turn and wait for another character to revive them by acceptable means. If the player chooses to roll the D20, the character is considered to be attempting to get up and stand. In order for the character to succeed, they must roll higher than a 15. A failed roll results in the character falling back into incapacitation. Winning At the start of each session, the DM who has organized the event will gather all the NPCs that the characters involved may potentially fight and assign them two values. The first value is the minimum amount of rounds the enemy must be out for. This means that if the minimum value is 4 rounds, the characters may damage and injure the enemy, but cannot kill it until after 4 rounds has completed. This ensures everyone can play a part in the fight and get a hit in. The second value the DM assigns is the maximum amount of rounds that the enemy can be on the field for, exceeding no more than 10 rounds ever. Once the minimum amount of rounds has been exceeded, +2 is added to every characters dice roll when attacking the enemy in question. +2 is added for every round past the minimum value. For example, a mob with a minimum value of 4 and a max value of 7 would mean that during the 5th round, all characters receive a bonus of +2 to their attack rolls and during the 6th round, all characters would receive a +4 to their attack rolls against the enemy. If the group somehow is unable to defeat the mob by the final round, it is considered a victory so long as 1 party member is still alive, at which point, the mob they are fighting will be defeated and the combat system will end. Losing In the case that every party member becomes incapacitated during the same time, the group will either be warped out of the dungeon or the group will be allowed to retreat with their injuries. The rest will be RPed out accordingly. The conditions of defeat and whether the party will be warped out or given the option to retreat will be stated at the start of the session both ICly and OOCly. Character Sheet Template: Character Name: Armor Type: Total # of items: Weight (+1 for every 10 items, up to a maximum of 2): 1. 2. / 25. Weapon/Spell Affinity: 10 points to spend. Max per category = 4 Sword Shield Dagger Axe Lance Hand to hand Bow Conjury Thaumaturgy Arcana Elemental Affinity: 10 points to spend. Max per category = 4 Fire Water Earth Wind Ice Lightning Armor Affinity: 5 points to spend. Max per category = 4 Heavy Armor Medium Armor Light Armor No Armor RE: Forum RP experiment - Seeking Volunteers - Mtoto Wamoto - 06-03-2013 To add to that wall of text...(I'll reformat and clean later) I am looking for 6 volunteers to test out a non canon rp scene using the system outlined above. This would of course just be used a fun little experiment to test a new system and the plausibility/functionality of it within an RP setting. It also would provide the chance for new character and players to get a feel for their characters in a party settings against mobs as well as older players to flex some RP muscles or test new things. The only two things I ask of people who are volunteering are that for the testing week, the volunteers should be semi-active, posting at least within a 24 hours time period as well as coming in with an open mind set. As well as the above systems, I still plan to add a few things (armor affinity, party positioning, etc.) which are likely to be added before the test rp session once I've finished outlining them. As such, while me and a few others work out some kinks, I ask that feed back be held until testing is underway. If you are interested in taking part, please drop your name in the comments! Thank you! RE: Forum RP experiment - Seeking Volunteers - Xenedra - 06-03-2013 XeNEdra! RE: Forum RP experiment - Seeking Volunteers - Caysen - 06-03-2013 I'm interested. Sounds like fun. It's been a long time since I've done a forum RP. RE: Forum RP experiment - Seeking Volunteers - Kannadi - 06-03-2013 I'd like to give it a shot. Put me down for test-run assistance. RE: Forum RP experiment - Seeking Volunteers - Mtoto Wamoto - 06-03-2013 Xenedra, Caysen, and Kannadi - Thank you guys! I've updated the initial post with some changes and adjustments. I'll make some other changes and necessary things based on internal discussions. RE: Forum RP experiment - Seeking Volunteers - Fearless - 06-03-2013 Fearless volunteers. RE: Forum RP experiment - Seeking Volunteers - Caysen - 06-03-2013 How would healing magic be handled? RE: Forum RP experiment - Seeking Volunteers - Mtoto Wamoto - 06-03-2013 (06-03-2013, 03:28 PM)Caysen Wrote: How would healing magic be handled? Once I've gone over how the spells are handled, I'll add the information to the main post (as well as how certain other spells are handled). For the sake of consistency and testing, I'm going by pre 2.0 skills and associated lore. Below are just some ideas I have currently that may or not make it into the system. Curing would remove a strike the character has gained from being hit in battle. Debating on having the effect be increased by spell rank/grade (example, conjury for the healer is at A. Because they have a higher healing potency, the remove more damage, thus they are able to clear more strikes in one turn up to a limit. Thinking B grade would remove 1 extra strike, A removing 2 extra, and S removing a total of 4 in one cast.) Curaga would remove a strike from everyone with the spells effect (how many people could be determined by DM and D20 roll, with a certain number or higher needed to heal x amount of characters at once.) Revive would remove incapacitation at the start of the next round. Esuna would remove a negative status effect during the round it is casted. The effect removed is random Potions have the same effect of cure. Hi-potions have the same effect as a Grade B Cure (2 strikes removed) Elixirs have the effect of a Grade S Cure (4 strikes of damage removed) Not sure if I missed one, but let me know if I did. Sorry if any of that seemed confusing. I'm dead tired ![]() RE: Forum RP experiment - Seeking Volunteers - Varus - 06-03-2013 Tyonis expressing interest! In fact I'm making a character sheet now! RE: Forum RP experiment - Seeking Volunteers - Varus - 06-03-2013 All right let's see if this turned out correctly. Also Mtoto, I suggest you also add a common list of Traits, both negative and positive, especially if such things would modify the outcome of the rolls in someway. I also added some special notes in this character profile that you might want to address for future reference. ![]() Armor Type: No Armor Total # of items: 19 Weight: +1 Inventory: Weaponry: (8 Points)
Sword: S (4) Shield: C (1) Dagger: B (2) Hand to Hand: B (2) Thaumaturgy: C (1) Elemental Affinity: 2 points to spend. Fire: A (4) Lightning: A (4) Armor Affinity: Medium Armor: D (1) Light Armor: D (1) No Armor: B (3) ===== *Possible modifier to attack roll if used in a surprise attack? Combination of Hand-to-Hand and Dagger skill, or just one? **Does this count as Light/Medium/No Armor? ***Since it is a powerful painkiller, can it grant "fake-hitpoints" that fade over a short amount of time in mid-battle? Also it cannot mend crippling wounds like sliced hamstrings, etc. RE: Forum RP experiment - Seeking Volunteers - Caysen - 06-03-2013 Since we don't have Arcanist spell lists yet, how would we handle that? Maybe just use typical FF debuffs/DoTs until we know for sure? Are bows and quivers/arrows including as a single item or separate? Character Name: Caysen Meridian Armor Type: No armor Total # of items: 17 Weight: +1 Items: Weaponry: i. Wooden Crook ii. Hunting Bow iii. Quiver of arrows iv. Short Sword (Earth Enchanted) Attire: v. Tunic vi. Traveler's Cloak vii. Pants viii. Leather Gloves ix. Leather Boots x. Wide-brimmed Hat Sundries: xi. Hi-Potion xii. Hi-Potion xiii. Hi-Ether xiv. Hi-Ether Personal Items (uncounted): xv. Compass xiv. Pocketwatch Weapon/Spell Affinity: 10 points to spend. Sword..............C (1) Shield..............E Dagger.............E Axe..................E Lance...............E Hand-to-hand.....E Bow.................C (1) Conjury.............A (3) Thaumaturgy......A (3) Arcana..............E Total = 8/10 Elemental Affinity: 10 points to spend. Fire..................C (2) Water...............E Earth................A (4) Wind................B (3) Ice...................E Lightning...........D (1) Total = 10/10 Armor Affinity: 5 points to spend. Heavy Armor......E Medium Armor....E Light Armor........D (1) No Armor...........A (4) Total = 5/5 RE: Forum RP experiment - Seeking Volunteers - Varus - 06-03-2013 Great formatting Caysen. Totally stole it from you LOL! RE: Forum RP experiment - Seeking Volunteers - Mtoto Wamoto - 06-04-2013 Updated the main post with a few things. Figured that since I've been answering questions left and right on the mumble I frequent, I'd take some time to answer them here for others to see as well as the answer any other questions asked. Q: Is this something you intend to use on a regular basis? A: No, this is merely an optional alternative should people be interested in using a structured system in an RP setting. Q: What about RPing out dungeons and fighting mobs in game and in real time? A: This system was designed for use in a forum setting. The amount of calculations that the DM must make at the end of each round, while not overbearing or overly time consuming, would not fit within the real time environment of RPing in the game and thus would not be something that I feel would be appropriate for it. Q: What about role playing player vs player fights? A: A similar system could be made up that involves PvP and the use of character sheets, but I'm not touching PvP with a ten foot pole right now. Q: My character is level 50 in-game in every class and I RP that accordingly, what does this mean within the structure of this proposed system? A: The idea is that this system is made to create diverse characters and show what each individual character specializes in when placed in a group of other adventurers. While the system gives each character 10 allocation points to spend across 10 general weapon and spell affinities, characters aren't bound to just those 10 points. The thought is that the character profile is something that grows with your character overtime, meaning that a character could potentially be S ranked in 3 or more weapon or spell affinities. Honest assessment of the character is strongly encouraged. Q: Your system seems stifling and appears to limit creativity. Limiting the amount of actions, determining results by dice roll, and using affinity profiles seems counter to what RP should be. Why would you design an RP system that limits RP? A: The short of it is, I'm not, nor is that my intention in creating this. The long version is a little more complicated. For one, I designed this system with two things in mind. Strategy and speed. Yes, looking at the Great Wall of Text may seem daunting, but I feel from a the perspective of the player who is RPing a character involved in a situation using this system, it is rather casual for them as they aren't dealing with number crunching or anything of that nature. They are simply RPing as they would with a few guidelines and boundaries set in place. All the logistical elements; i.e. the number crunching and dice rolling, would be done primarily by the DM. So long as the characters abide by the turn system in place, rounds should be very fast. Effectively, the length of an entire round is equivalent to about 30 - 60 seconds within the actual setting of the role play. I also feel the mechanics in the system I proposed offer a level of tactics and strategy to the role play at hand, which are two things that I feel should be at the forefront of RP when a character is engaged in battle. Limiting how much or far a character can move in one turn makes the character think about their positioning in the battle. Limiting possible actions and reactions to a standard number for all those involve allow battles to be sped up as well as encourage actual party role play dynamic. Instead of a single character simply steam rolling an NPC mob, all party members are able to be engaged in someway under this system. Again, I'm not trying to stifle creativity, however, I do understand that the limitation of this system prevent characters from having long, elaborate actions in a single turn. In this case, the character would expand that long action over a series of turns or simply condense it in a way for it to work. I feel that players/characters are still able to be quite creative under this system, but just in a different manner of thinking compared to the traditional free flowing forum RP. Q: Since we don't have Arcanist spells yet, how would we handle that? A: Until Arcanist is detailed further, I won't be using it in the current testing phases. While I have seen the translated list of spells, they can't be confirmed until the game comes out. All class abilities and items used within the system currently are things that were present pre 2.0. Q: Are bows and quivers/arrows included as a single item or separate? A: Ideally, I would say that a bow and a quiver take up their own item slots within the characters 25 slot inventory. Arrows are placed within the quiver, and thus do not take up any slot since it technically is in one already. The system doesn't take into account number of arrows and the DM will not use it in calculating results. I suppose that the number of arrows is something predetermined by the player-character before the session and they are held accountable for giving an honest portrayal of wielding their bow (i.e. Arrows don't just come from nowhere and typically quivers in real life hold between 5-15 arrows at a time.) That's all for now, I'll update the Q&A as I receive them! Thanks everyone and I look forward to testing ![]() RE: Forum RP experiment - Seeking Volunteers - drake2k - 06-04-2013 Great Idea and very in-depth. However I'm gonna pass on this one. My days of playing Dungeons and Dragons is over. A previous MMORPG guild I was in actually implemented a dice roll system into most of their RP. Some people really enjoyed it and still do it to this day. However it's certainly not for everyone and I can respect that. I just can't see taking 6 hours to role play a five minute scenario. ![]() Since I do know people that love this kind of 'stuff', I'll be MORE then happy to send them your way if that's ok. |