I think it's fair to say that when dueling with another RPer directly, the use of /random may be more clunky than useful. However, things become more complicated in a large battle environments where there is a DM, who is in charge of multiple adversaries/story/environment. Relying purely on RP when dealing with multiple battles, as well as keeping all the factors in mind, both of individual participants, the group overall, environmental effects, specific perks one may have... This system begins to justify itself.
While Lina wrote out the specifics, it's very much a guideline, as clearly there are moments where certain things would make sense, since all the roll results are very general, and do not take into account the character's strengths/weaknesses. And while Gospel mentioned the "luck" of getting low numbers, well, unfortunately that simply isn't true. There is no luck, it's a random number generator, and the patterns you may see in a short time are only there because it's hard for us NOT to distinguish patterns. We are pattern seeking animals. Aside from the note I mentioned above, where you can ignore the roll IF you feel it's IC'ly justified, sometimes stuff just doesn't work out. And sometimes, when you think you WOULD be able to succeed, it's not the case. Just as sometimes, when it seems that you wouldn't, you do.
That said, another point I'd like to bring up from Gospel's reply is:
That's why I am in favor of using /random when it comes to large conflicts (and sometimes in duels) since it does offer some definitive value as a base for whatever action happens, which can then be accepted, rejected, or added upon. It's a system that is between the 'extremes' of using one's levels to determine the skill/outcome (which I also favor for pure skill comparison), and completely leaving things open to RP (which I use for specific traits of characters). I consider myself to be an alright RPer, and even then I prefer to check /random once in a while even in small fights just to offset any potential for godmodding.
While Lina wrote out the specifics, it's very much a guideline, as clearly there are moments where certain things would make sense, since all the roll results are very general, and do not take into account the character's strengths/weaknesses. And while Gospel mentioned the "luck" of getting low numbers, well, unfortunately that simply isn't true. There is no luck, it's a random number generator, and the patterns you may see in a short time are only there because it's hard for us NOT to distinguish patterns. We are pattern seeking animals. Aside from the note I mentioned above, where you can ignore the roll IF you feel it's IC'ly justified, sometimes stuff just doesn't work out. And sometimes, when you think you WOULD be able to succeed, it's not the case. Just as sometimes, when it seems that you wouldn't, you do.
That said, another point I'd like to bring up from Gospel's reply is:
Quote: But in my honest opinion, I feel it's best just playing off two characters attacks and if they're decent RPer's (which I assume most people are.)You'd have to concede that, 1) Decent RP is absolutely subjective, and 2) Even if someone is typically a person you call decent, doesn't mean that they are when it comes to IC fights. Godmodding can happen, whether it's intentional or not.
That's why I am in favor of using /random when it comes to large conflicts (and sometimes in duels) since it does offer some definitive value as a base for whatever action happens, which can then be accepted, rejected, or added upon. It's a system that is between the 'extremes' of using one's levels to determine the skill/outcome (which I also favor for pure skill comparison), and completely leaving things open to RP (which I use for specific traits of characters). I consider myself to be an alright RPer, and even then I prefer to check /random once in a while even in small fights just to offset any potential for godmodding.
I’m the bullies you hate, that you became.