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Static Rolls VS Character Sheets?


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Static Rolls VS Character Sheets?
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Tierganv
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Static Rolls VS Character Sheets? |
#1
10-05-2014, 06:14 PM
(This post was last modified: 10-06-2014, 05:05 PM by Tiergan.)
Hey folks!

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.

Show Content
CHARACTER SHEET SYSTEM!
ATTRIBUTES


Each character will be assigned attributes according to their personality. Five attribute points are shared between the ten open slots that lie between two complimentary attributes. The attributes are as follows.

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.


ATTRIBUTES

MUTABILITY----------- o o o o o | o o o o o ------------FORTITUDE
EMPATHY-------------- o o o o o | o o o o o ------INDEPENDENCE
INSTINCT--------------- o o o o o | o o o o o --------------- WISDOM

EXAMPLE

MUTABILITY----------- o o o o ● | ● ● ● ● o ------------FORTITUDE
EMPATHY-------------- o o o ● ● | ● ● ● o o ------INDEPENDENCE
INSTINCT--------------- o o ● ● ● | ● ● 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."

____________________________________________________________________________________

COMBAT


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.

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RE: Static Rolls VS Character Sheets? |
#2
10-05-2014, 06:36 PM
(This post was last modified: 10-05-2014, 06:39 PM by Roswyn.)
I would be all for a system like this provided everyone involved agrees to it and knows exactly what the limits are and why they are agreeing to it.

I am a fan of free form combat but I've seen some people get...well. There is no other words except "godmodey". I really only try to do it with those I trust.

Dice can suck without modifiers. There is no reason whatsoever the barmaid with no combat experience should be able to evade a hit from a battle seasoned character or land a decent blow on them.

If a group of people work out a system like this that works for them then go for it. Smile

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RE: Static Rolls VS Character Sheets? |
#3
10-05-2014, 07:08 PM
This all looks very cool. Characters sheets or whatever are alien to me as far as I know but this seems very interesting. Perhaps in the future I will find myself preparing something similar. I'll definitely fill this out in a moment for my own characters just for the fun of it if its alright with you(I won't post it, of course... unless you'd like people to for any reason).

Thank you for the topic.

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RE: Static Rolls VS Character Sheets? |
#4
10-05-2014, 07:08 PM
Here's what I've been using:

FF-14-Fate

Rules subject to revision at present but some people seem to like it okay.

Verad Bellveil's Profile | The Case of the Ransacked Rug | Verad's Fate Sheet

Current Fate-14 Storyline: Merchant, Marine
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RE: Static Rolls VS Character Sheets? |
#5
10-05-2014, 07:15 PM
Oh, actually... can you have alternating values in some cases? For instance, my character(s) would certainly show more empathy for certain people even if it is against their nature in general, or perhaps even certain circumstances...

I guess its not entirely flexible but that is to be expected of such things.

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RE: Static Rolls VS Character Sheets? |
#6
10-05-2014, 07:26 PM
(This post was last modified: 10-05-2014, 07:28 PM by Tiergan.)
(10-05-2014, 07:08 PM)Knahli Wrote: This all looks very cool. Characters sheets or whatever are alien to me as far as I know but this seems very interesting. Perhaps in the future I will find myself preparing something similar. I'll definitely fill this out in a moment for my own characters just for the fun of it if its alright with you(I won't post it, of course... unless you'd like people to for any reason).

Thank you for the topic.

Feel free to fill it out! I know I really enjoyed coming up with mine when joining in on one of Faolan's campaigns. I liked his system because it was really simple and your character personality is what determines your attributes, which was fun to me. You can post your stats as well if you'd like to and your thoughts behind them. I mostly am trying to test the waters to see if folks are interested.

(10-05-2014, 07:08 PM)Verad Wrote: Here's what I've been using:

FF-14-Fate

Rules subject to revision at present but some people seem to like it okay.

This is *really* neat because it takes into account all of the usual stuff people actually do in game. I am gonna have to pick your brain for more clarification on how this all works for future events.

Though, I will admit that my goal in borrowing and tweaking Faolan's system was to create something simple enough where people would be able to engage or attack one another without a GM/DM present 100% of the time. I feel like a larger, much more dense character sheet makes that harder, even if it does a much more satisfying job taking into account every aspect of our characters.

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RE: Static Rolls VS Character Sheets? |
#7
10-05-2014, 07:28 PM
(10-05-2014, 07:15 PM)Knahli Wrote: Oh, actually... can you have alternating values in some cases? For instance, my character(s) would certainly show more empathy for certain people even if it is against their nature in general, or perhaps even certain circumstances...

I guess its not entirely flexible but that is to be expected of such things.

It's best to think of the stats of how your character generally is on the whole as opposed to how they would behave towards certain people. Otherwise the stats would swing around very drastically depending on whether you're dealing with someone you love or someone you hate.

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RE: Static Rolls VS Character Sheets? |
#8
10-05-2014, 07:41 PM
(This post was last modified: 10-05-2014, 08:09 PM by K'nahli.)
(10-05-2014, 07:28 PM)Tiergan Wrote:
(10-05-2014, 07:15 PM)K Wrote: Oh, actually... can you have alternating values in some cases? For instance, my character(s) would certainly show more empathy for certain people even if it is against their nature in general, or perhaps even certain circumstances...

I guess its not entirely flexible but that is to be expected of such things.

It's best to think of the stats of how your character generally is on the whole as opposed to how they would behave towards certain people.  Otherwise the stats would swing around very drastically depending on whether you're dealing with someone you love or someone you hate.


Ahh, okay (^^)    Not that I think I'll get involved in such plots but I was imagining being told something like "Sorry, stick with what you've got" when things would change for my character(s)' behaviour.


K'nahli Yohko

MUTABILITY----------- o o o o ● | ● ● ● ● o ------------FORTITUDE
EMPATHY-------------- o o o o ● | ● ● ● ● o ------INDEPENDENCE
INSTINCT--------------- o o ● ● ● | ● ● o o o --------------- WISDOM


That was a little funny since only the middle bar changed from the example. Its definitely a simple and minimalist way of treating personality traits but still very fun to do nonetheless. K'nahli, being a tribal miqo'te, was scaled on her personality within her own family setting and considering hostile encounters in the desert(A'malj'aa etc).

Her story will start seeing her having more interaction with the outside world from this point on however, so I'll make an adjusted version for the outside world since this is just for fun and I am curious!




Version 2 - Outside Setting

MUTABILITY----------- o o o o o | ● ● ● ● ● ------------FORTITUDE
EMPATHY-------------- o o o o ● | ● ● ● ● o ------INDEPENDENCE
INSTINCT--------------- o o o ● ● | ● ● ● o o --------------- WISDOM



...annnnd then finally my other character!



Andre Winter

MUTABILITY----------- o o o ● ● | ● ● ● o o ------------FORTITUDE
EMPATHY-------------- o ● ● ● ● | ● o o o o ------INDEPENDENCE
INSTINCT--------------- o o o ● ● | ● ● ● o o --------------- WISDOM




Weeeee, that was fun. Thank you again!

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RE: Static Rolls VS Character Sheets? |
#9
10-05-2014, 07:45 PM
It's okay. Smile You don't have to get involved in any plots to play around with a character sheet. It's sort of a fun character exercise in some ways when puzzling out whether your character leans more one way or another.

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RE: Static Rolls VS Character Sheets? |
#10
10-05-2014, 08:48 PM
(10-05-2014, 06:36 PM)Roswyn Wrote: Dice can suck without modifiers. There is no reason whatsoever the barmaid with no combat experience should be able to evade a hit from a battle seasoned character or land a decent blow on them.
Yeah, this is pretty much the whole point of using character sheets and, well, I don't really see the point of doing one when everyone has the same point total in the end. We end up right where we started, you know?
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RE: Static Rolls VS Character Sheets? |
#11
10-05-2014, 09:06 PM
(10-05-2014, 08:48 PM)Zyrusticae Wrote:
(10-05-2014, 06:36 PM)Roswyn Wrote: Dice can suck without modifiers. There is no reason whatsoever the barmaid with no combat experience should be able to evade a hit from a battle seasoned character or land a decent blow on them.
Yeah, this is pretty much the whole point of using character sheets and, well, I don't really see the point of doing one when everyone has the same point total in the end. We end up right where we started, you know?

Do you mean how everyone has 5 points to distribute across the paired attributes?

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RE: Static Rolls VS Character Sheets? |
#12
10-05-2014, 09:40 PM
(10-05-2014, 07:26 PM)Tiergan Wrote:
(10-05-2014, 07:08 PM)Verad Wrote: Here's what I've been using:

FF-14-Fate

Rules subject to revision at present but some people seem to like it okay.

This is *really* neat because it takes into account all of the usual stuff people actually do in game.   I am gonna have to pick your brain for more clarification on how this all works for future events.  

Though, I will admit that my goal in borrowing and tweaking Faolan's system was to create something simple enough where people would be able to engage or attack one another without a GM/DM present 100% of the time.  I feel like a larger, much more dense character sheet makes that harder, even if it does a much more satisfying job taking into account every aspect of our characters.

The character sheets tend to be fairly simple, as evidenced here. It definitely requires a GM/DM, however, in order to give players Fate Points and mess around with their Aspects. I'm sure with some digging it would be possible to go without and rely on player negotiation, but that's something for another revision.

Your RP system as it is reminds me of Greg Stolze's A Dirty World. It also relies on balanced, opposing stats in which the growth of one inhibits the other. This version, however, does not have alternative Health Points; rather, the stats themselves are the health points. Points in one stat can slide to another based on in-game actions, and the complete emptying of a stat could result in some kind of emotional or physical trauma.  I think it's a pretty awesome system, and I keep trying to remind myself to transcribe the One-Roll Crime system from it to this RPC, so you might want to give it a look for ideas.

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RE: Static Rolls VS Character Sheets? |
#13
10-05-2014, 09:42 PM
(This post was last modified: 10-05-2014, 09:59 PM by Tiergan.)
(10-05-2014, 09:40 PM)Verad Wrote: Your RP system as it is reminds me of Greg Stolze's A Dirty World. It also relies on balanced, opposing stats in which the growth of one inhibits the other. This version, however, does not have alternative Health Points; rather, the stats themselves are the health points. Points in one stat can slide to another based on in-game actions, and the complete emptying of a stat could result in some kind of emotional or physical trauma.  I think it's a pretty awesome system, and I keep trying to remind myself to transcribe the One-Roll Crime system from it to this RPC, so you might want to give it a look for ideas.

That sounds awesome! I like the idea of stats being mutable depending on RP. I'll give it a peek.

I should add: This system is 99.999999% Faolan's. I literally just took exactly what he made and tweaked a few things around with his permission. I can't really take credit for anything. :V

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RE: Static Rolls VS Character Sheets? |
#14
10-05-2014, 10:28 PM
(10-05-2014, 09:06 PM)Tiergan Wrote: Do you mean how everyone has 5 points to distribute across the paired attributes?
Pretty much.

I mean, this is fairly useful for a number of situations but doesn't take experience or relative strength into account whatsoever.
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RE: Static Rolls VS Character Sheets? |
#15
10-05-2014, 10:30 PM
(This post was last modified: 10-06-2014, 03:48 AM by Tiergan.)
(10-05-2014, 10:28 PM)Zyrusticae Wrote: I mean, this is fairly useful for a number of situations but doesn't take experience or relative strength into account whatsoever.

What if I swapped out Mutability --- Fortitude 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 Phyiscal stat to determine rolls.

The one thing I'm torn about is whether having 5 in Magic would mean you get 5 separate 1d20 rolls that each have their own individual chance of success or failure or if 5d20 should just all get added together.

If the former, it means that someone with 5 Magic would essentially get 4 free hits against someone with 1 Magic.

If the latter, it means someone with 5 Magic could roll ABYSMALLY and have a '5', which would then get beaten by someone with 1 Magic rolling a 6. It would also mean I'd basically give everyone 3 health because I have seen how long Grindstone Tournaments fights run. <_<

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