
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!â€
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
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:
- Present a streamlined manner to handle PvE from an in-character perspective.
- Allow and promote quick responses which moves the RP along at a faster pace.
- Keep the RP driven, engaging, and moving forward by use of a DM.
- Introduce tactics and strategy to RP combat against NPC mobs with the aid of player made character sheets.
- Create focus on a combat situation and call to attention the direness of the battle.
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.
- Each person who is involved in the RP will be given one turn per round.
- Each round ends once all players have gone, at which point the DM will determine the outcome of events based off of what has happened so far in combination of dice roll.
- In the case that a player is unable to go during that round due to being absent for a certain period of time or should they choose to pass, the player will forfeit their turn for that round.
- Items the character has on hand, up to a max of 25 This includes gear, weapons, potions, ethers, elixirs, antidotes, poison powder, etc. Items do not stack (no 99 potions...) Personal items such as journals, lockets, pendants, jewelry, small accessories, etc. are not included in this count. Items that have magical attributes such as enchanted weapons and armor must be stated during this phase (e.g. A sword that has the ability to strike with fire, shield that protects better against ice elements, etc.) If the enchantment is not stated during this phase, the DM will not take it into consideration when calculating round results. All weapons have an item cost of 2. The more items a character is carrying, the more of a hit they take to their base line roll when trying to dodge/evade (-1 for every 10 items).
- Weapon affinity. See chart below.
- Elemental affinity. See chart below.
At the start of every character’s turn, the following options are given to them.
React
- This option is available right at the start and only at the start of a character’s turn. Attempted reactions are done in response to any previous actions from the current round. Reactions include countering, parrying, and evading. Moving during the reaction does not use up the character’s move option. Success is determined at the end of round. Constantly using the react option every turn will will result in a penalty after the 3 consecutive turn. The penalty is -2 to the character’s dice roll. This penalty is removed and the count is reset once a turn has gone with a reaction.
- Moving your character in any manner. Characters who move are unable to cast spells. The character may only move once outside of a reaction.
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.
- Combat
- Attempted actions such as attacking or defend. Success is determined at end of round.
- Attempted actions such as attacking or defend. Success is determined at end of round.
- Cast Spell
- Chant out the incantation to a spell. Can only be done when a character has not moved. Every character has a reserve pool of aether within themselves in order to cast spells. There are two prerequisites to casting spells.
A. The character must be able to physically cast spells. This means they must be able to do the associated casting motions/chant/song. If they are unable to (due to being muted, stunned, etc.) they cannot cast the spell.
B. The character must know the spell to begin with. There is no limit to the amount of spells a single character can know, however, the spell grade and affinity determine the potency of the spell being cast.
Effect of Spell Grade for attack spells. (same chart under character weapon/magic affinity)
S + 6 to dice roll.
A + 4 to dice roll.
B + 2 to dice roll.
C + 0 to dice roll.
D - 2 to dice roll.
E - 4 to dice roll.
Effect of Spell Grade for healing spells.
S: 4 strikes removed on heal.
A: 3 strikes removed on heal.
B: 2 strikes removed on heal.
C: 1 strike removed on heal.
D: 0
E: Spells take longer to cast. Goes off at start of the round after it was cast.
Effect if Spell Grade for buffing/debuffing spells.
S + 4 round to casted buffs/debuffs on target.
A + 3 round to casted buffs/debuffs on target.
B + 2 round to casted buffs/debuffs on target.
C + 1 round to casted buffs/debuffs on target.
D + 0
E + Spells take longer to cast. Goes off at start of the round after it was cast.
- Chant out the incantation to a spell. Can only be done when a character has not moved. Every character has a reserve pool of aether within themselves in order to cast spells. There are two prerequisites to casting spells.
- Use Item
- Use an item stored in your character’s inventory or change weapons.
Before a session begins, every character must register their character with the DM. Each player will inform the DM of the items in their characters bag, the weapons they have on them, and equipment they are carrying. No stats are taken into consideration so that information is irrelevant to the RP session. Each character may only hold up to 25 items.
As a general rule of thumb, characters should only carry what they can feasibly carry, realistically speaking. An important thing to also consider is that the more items and gear your character has on hand, the more they will weigh, thus their mobility in combat is decreased. This is taken in consideration when the DM rolls for action results involving fighting and dodging.
- Use an item stored in your character’s inventory or change weapons.
- Interact
- The character is presented the option to interact with the environment. This could include setting traps, moving obstacles, opening/closing gates, etc. This option is situational and its available use is determined on the current setting of the scene.
- The character is presented the option to interact with the environment. This could include setting traps, moving obstacles, opening/closing gates, etc. This option is situational and its available use is determined on the current setting of the scene.
Skip Turn
- Forfeit your turn. Turns are automatically forfeited are a certain amount of time has passed (typically 48 hours)
Full Turn Action
- Use a job’s special skill (Dragon Dive, Holy, etc.) Using a Full Turn Action consumes both the movement option and action option. It also prevents the character from being able to react during the next turn except in an attempt to dodge.
- Limit Break. Two or more characters within the party must state that they are working towards a limit break in their RP text. This consumes the movement and action options of everyone involved but deals one singular attack that has a +10 modifier. It also removes the minimum round restriction of the enemy and also reduces the maximum round value by 2 rounds. (please see further below for more details on this)
However, there are two prerequisites in being able to use a limit break.
The first is that the characters involved must have been engaged in combat for a cumlative total of 10 rounds across however many confrontations prior. From an in-character perspective, the characters are “building up†momentum to a momentous attack.
The second condition is that the characters involved must actually be able to perform a skill/attack/stunt of that magnitude ICly. A character green behind the ears, for example, would likely not be able to pull it off.. Â
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!â€
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.
- Status effect of the character. Has a max effect of +/- 1.
Each buff the character has adds +1.
Each debuff the character has adds -1.
The difference between the total buffs vs. debuffs will result in the character receiving either +1, 0, or -1 to their dice roll.
Higher buffs = +1 to dice roll.
Higher debuffs = -1 to dice roll.
Tie = 0 to dice roll.
A character with no buffs or debuffs receives a 0.
- Number of items the character in question is carrying. Has a max effect of -2 / +0.
-1 for every 10 item slots used. This modifier is a constant, passive effect that can change depending on the character’s inventory.
- Character’s weapon/magic skill. Has a max effect of +6 / -4.
Character’s are graded on how well they are able to wield the weapons they are using on a scale of S-E.S being the highest and E being the lowest.
Characters are given 10 points to spend towards assigning grades across 10 general weapon varieties. Sword, Shield, Dagger, Axe, Polearm, Bow, Hand to Hand, Conjurer/White Mage Spells, Thaumaturge/Black Mage Spells, Arcanist/Summoner/Scholar Spells. Characters may choose to not allocate all their points and instead grow into categories over time. You do not have to spend all 10 points. By default all categories are set to E. Please keep in mind that this 10 point allocation is not a hard limit. Allocation and affinity grows with your character. If you feel that your character is more experienced in certain areas that go beyond your allocation point, there is no penalty. This is all just a honest evaluation of your character.
S - Master. +6 to dice roll. Costs 4 points.
The character can be considered equal to or on par with a high ranking guild member.
A - Expert. +4 to dice roll. Costs 3 points.
B - Adept. +2 to dice roll. Costs 2 points.
C - Adventurer. +0 to dice roll. Costs 1 point.
The character is considered average.
D - Novice. -2 to dice roll. Costs half a point.
E - Apprentice. -4. to dice roll. Cost nothing.
Example Setup:
Mtoto Wamoto Â
Sword - A
Thaumaturge Spell - A
Shields - B
Bows - C
Mtoto uses 4 types of categories which add up to a total of 9 points overall, preventing her from adding more points to her other categories as she’s used up her allotted amount.
- Character elemental affinity. Has a max effect of +/- 2. Only is added during attacks that have elemental properties. Enchanted weapons always receive a grade of A during attacks only. Enchanted gear receive a grade of A when defending only.
Character’s are graded (by their respected players) on how well they are able to attack with certain element or defend against it.
Characters are given 10 points to spend over 6 categories. The categories are Fire, Water, Earth, Wind, Ice, Lightning. Characters may choose to not allocate all their points and instead grow into categories over time. You do not have to spend all 10 points. By default all categories are set to E. Please keep in mind that this 10 point allocation is not a hard limit. Allocation and affinity grows with your character. If you feel that your character is more experienced in certain areas that go beyond your allocation point, there is no penalty. This is all just a honest evaluation of your character.
A - Strong. +2 to dice roll. Costs 4 points.
B - Above Average. +1 to dice roll. Costs 3 points.
C - Average Affinity. +0 to dice roll. Costs 2 points.
D - Below Average. -1 to dice roll. Costs 1 point.
E - Â Weak. -2 to dice roll. Costs nothing.
Example Scenario - Defending:
The party has engaged in combat against a large clay golem. The golem has used a large area of effect Earth based attack on the party.
Mtoto’s elemental affinity profile:
Fire: A
Water: E
Earth: C
Wind: D
Ice: E
Lightning: B
Because Mtoto has an elemental affinity towards earth with a grade of C, no modifications are made during the dice roll the attack against her.
Myllor’s elemental affinity profile:
Fire: C
Water: C
Earth: B
Wind: C
Ice: E
Lightning: D
Myllor has a higher elemental affinity towards earth and is able to resist some damage. Because of this, the clay golem recieves -1 to its dice roll during the attack on Myllor.
Example Scenario - Attacking:
Using the above elemental affinity profiles for the two characters once again, we’ll take a look out how the system works on the attacking side.
Mtoto attacks the clay golem by chanting a fire spell and firing it at the earth construct.
Mtoto has a elemental affinity towards fire with a grade of A, meaning her dice roll receives +2 during her attack on the clay golem.
Myllor draws his Icebrand, a sword gifted with the power of frost, and charges the clay golem.
Myllor is using a weapon with an elemental property. Even though Myllor is weak towards ice on his elemental affinity profile, his weapon is enchanted giving him an A ranking when attacking with Icebrand. Â Therefore, his dice roll receives +2 during his attack towards the clay golem.
Example Scenario - Attacking and Defending, Coming all together:
Using the above example where Mtoto and Myllor attacked the clay golem with elemental based attacks, we will look at how the dice rolls on the opposing side are affected as well as the end result.
The clay golem has the following elemental affinity profile:
Fire: C
Water: D
Earth: A
Wind: E
Ice: E
Lightning: C
The clay golem is weak to Wind and Ice based attacks, but strong against Earth. It has no weakness towards Fire and Lightning and is somewhat weak to Water.
Since Mtoto attacked with a strong Grade A fire based spell, the golem receives no defense to her +2 dice roll. However, Myllor, who used an ice based attack, not only recieves +2 during his attack for using a Grade A ice weapon, but the golem loses -2 to its defense during its counter roll. Â
- Character armor affinity. Has a max effect of + 2.
Character’s are graded on how well they are able to make use of their armor when defending.
Characters are given 5 points to spend over 4 categories. The categories are Heavy Armor, Medium Armor, Light Armor, and No Armor. Characters may choose to not allocate all their points and instead grow into categories over time. You do not have to spend all 5 points. By default all categories are set to E. Please keep in mind that this 10 point allocation is not a hard limit. Allocation and affinity grows with your character. If you feel that your character is more experienced in certain areas that go beyond your allocation point, there is no penalty. This is all just a honest evaluation of your character.
A - Very Experienced. +6 to dice roll when being attacked. Costs 4 points.
B - Experienced. +4 to dice roll when being attacked. Costs 3 points.
C - Somewhat Experienced. +2 to dice roll when being attacked. Costs 2 point.
D - Knowledgable. +0 to dice roll. Costs 1 point.
E - Inexperienced. -2 to dice roll when being attacked. Costs 0 points.
A character’s armor type is determined by what pieces of armor they are wearing most of. For example, a character who is wearing a full plate set is given the Heavy Armor type, however, in order for them to gain any benefit from that set of armor, they need to have points allocated towards Heavy Armor category with a grade of B or higher. If a character is wearing an equal mix of various armor types, they are treated as a Light Armor type.
Heavy Armor: Plate Mail, Heavy Plate Mail
Medium Armor: Chain Mail, Scale Mail
Light Armor: Padded Leather, Harness Set
No Armor: Clothing of any variety.
The character’s armor type also determines their turn order within the round.
No Armor = Faster Turn Order, higher chance to go first in the round,
Heavy Armor = Lower Turn Order, higher chance to go last in the round.
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