I think the problem some people may be having with this system is that it takes away a RPers complete autonomy over their character. When utilizing a system like this, you sort of hand over a certain amount of control. It's understandable that some people may not like that.
For instance, in the example given if a 2 were rolled on a 0-100 than it would be fair to assume that a significant amount of damage would be sustained. Perhaps this character was going to be a part of a beauty pageant the next day (yeah I'm reaching a bit here). Having one's hair scorched off and sustaining third-degree burns might make this dream a bit of an impossibility. For many of us, that's fine. But for some, perhaps some plan-ahead had been conducted and being a winner (or runner-up) in this beauty pageant was some crux to planned future storyline. This dice roll effectively hoses any shot at continuing on with the current plan.
Now I'm kind of on the middle of the fence here. Speaking only for myself and my own preferences, I would be willing to roll with the punches. Plans change all the time and I think being able to adapt to these types of changes is one (of a number of) trait(s) that a good RPer should exhibit. In the above example, maybe Eva would sulk about not being able to participate, or maybe it would afford her a chance to try self-healing, or to have to rely on someone else to heal. There are a number of different, unexpected ways this could go.
For sparring, I'd be willing to utilize /random to determine an outcome. Before /random I had often just shot a /tell to the "opponent" and determined an outcome. Often it was something like "I'm more than willing to take the loss but let's keep it interesting and lively and let me get a few good shots in" - or something to that effect.
This has worked well for me, but adding a bit of a random element might make things interesting too. For instance, supposing Eva wielding a lance (50 lancer) were up against an opponent who was a level 45 pugilist. For the sake of argument, let's say the fight was being conducted in close quarters so as to take the environment into account as well - such as a narrow cave. This would give the pugilist a clear advantage in most circumstances. So if a system like this were going to be utilized and both myself and my opponent agreed upon it, we might roll /random once to determine the outcome and then just let the RP happen after that. Maybe the cutoff would be 35 on a roll of 0-100. So anything under 35 would be Eva's win, and anything over 35 would be the opponent's. And the amount over/under that point would determine how close the fight was. A 35 might mean both wear each other out, or knock each other unconscious. A 25 might mean a long fight with Eva winning at the end. And a 99 might mean that a critical punch stunned Eva and the following attack would render her unconscious and the fight was over practically before it began.
The important thing here as Verence already pointed out is that all parties involved need to be in agreement about the system. I don't think anyone really wants to mandate something like this. But as has been stated, it's not a bad idea to use it as something like a guideline - I don't think using it to determine the outcome of every single swing is particularly feasable though. I just think it's important to take all the variables into account - character strenths/weaknesses, environmental factors, etc.
For instance, in the example given if a 2 were rolled on a 0-100 than it would be fair to assume that a significant amount of damage would be sustained. Perhaps this character was going to be a part of a beauty pageant the next day (yeah I'm reaching a bit here). Having one's hair scorched off and sustaining third-degree burns might make this dream a bit of an impossibility. For many of us, that's fine. But for some, perhaps some plan-ahead had been conducted and being a winner (or runner-up) in this beauty pageant was some crux to planned future storyline. This dice roll effectively hoses any shot at continuing on with the current plan.
Now I'm kind of on the middle of the fence here. Speaking only for myself and my own preferences, I would be willing to roll with the punches. Plans change all the time and I think being able to adapt to these types of changes is one (of a number of) trait(s) that a good RPer should exhibit. In the above example, maybe Eva would sulk about not being able to participate, or maybe it would afford her a chance to try self-healing, or to have to rely on someone else to heal. There are a number of different, unexpected ways this could go.
For sparring, I'd be willing to utilize /random to determine an outcome. Before /random I had often just shot a /tell to the "opponent" and determined an outcome. Often it was something like "I'm more than willing to take the loss but let's keep it interesting and lively and let me get a few good shots in" - or something to that effect.
This has worked well for me, but adding a bit of a random element might make things interesting too. For instance, supposing Eva wielding a lance (50 lancer) were up against an opponent who was a level 45 pugilist. For the sake of argument, let's say the fight was being conducted in close quarters so as to take the environment into account as well - such as a narrow cave. This would give the pugilist a clear advantage in most circumstances. So if a system like this were going to be utilized and both myself and my opponent agreed upon it, we might roll /random once to determine the outcome and then just let the RP happen after that. Maybe the cutoff would be 35 on a roll of 0-100. So anything under 35 would be Eva's win, and anything over 35 would be the opponent's. And the amount over/under that point would determine how close the fight was. A 35 might mean both wear each other out, or knock each other unconscious. A 25 might mean a long fight with Eva winning at the end. And a 99 might mean that a critical punch stunned Eva and the following attack would render her unconscious and the fight was over practically before it began.
The important thing here as Verence already pointed out is that all parties involved need to be in agreement about the system. I don't think anyone really wants to mandate something like this. But as has been stated, it's not a bad idea to use it as something like a guideline - I don't think using it to determine the outcome of every single swing is particularly feasable though. I just think it's important to take all the variables into account - character strenths/weaknesses, environmental factors, etc.
"One of the deep secrets of life is that all that is really worth doing is what we do for others." Â ~ Lewis Carol
Eva's Journals  |  Eva's Wiki Page (coming soon)  |  RP Handbook
Eva's Journals  |  Eva's Wiki Page (coming soon)  |  RP Handbook