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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:

 

  • 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.

Starting the RP

 

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.

Before a character may take their first turn, the player must register their character sheet in their opening post (this may include their turn). The following information is required for registration.

 

  • 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.

Character Turns - How They Work

 

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.

Move

  • Moving your character in any manner. Characters who move are unable to cast spells. The character may only move once outside of a reaction.

Action

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.

  • 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.

  • 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.

    [*]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.

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..  
     


 

 

 

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.

 

  • 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  
    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 -  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.  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.  

  • 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.

Incapacitation, Knock Out, NPC Defeat & Party Defeat Conditions

 

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 “revived”. 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

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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!

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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 :sleepy:

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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.

 

 

[align=center]01-1.jpg[/align]

Character Name: Tyonis Trueblade (Magstrom)

Armor Type: No Armor

Total # of items: 19

Weight: +1

 

Inventory:

 

Weaponry: (8 Points)

  • Type XIIa. Longsword (Enchanted) – Main-hand/Two-hand. A longsword meant for powerful, sweeping blows and armor piercing thrusts. In duels, this type of sword functions best on the parry and riposte. One uses the blade's superior length to meet the opponent's blow at the height of the swing and deflects the force of the strike using the full length of the blade. After, one can counter with either a devastating thrust (against medium-heavily armored opponents) or a horizontal slash. Because of its speed and reach, it is extremely effective against heavy weaponry, such as greataxes, greatswords and halberds. Normally strapped across the back in a plain leather scabbard. The blade’s core serves as magical foci for Fire/Lightning elemental magic.
  • Knight’s Sword (Enchanted) – One-hand/Off-hand. A mid-length blade that prioritizes speed and accuracy while balancing offense and defense. Although reliable in mass-melees, this type of sword is more suited to smaller skirmishes and duels. Since its attack power is much lower than a longsword, it is not very effective against heavily armored adversaries. Normally belted at the hip in a plain leather scabbard. The blade’s core serves as magical foci for Fire/Lightning elemental magic.
  • Fang Blade –* Retractable dagger blade hidden under the left sleeve. There is a small chord tied to the ring finger that serves as a triple-condition trigger to prevent the blade from releasing during inconvenient times. When the hand is flexed down and the arm is cocked back as if to punch, the firing wheel is cocked. When the wrist is flexed up, the blade will release under it. If necessary, the triggers can be reset by relaxing the hand. Because of the of the springs, it is difficult to retract the blade during combat. By pressing and twisting on the rotation wheel, the blade can be forcefully disengaged. To retract normally, one must turn the firing wheel by hand. Used for assassinations, surprise attacks, or hand-to-hand combat.
  • Wolf Claw –* Retractable dagger blade hidden under the heel of the right shoe. Like the Fang Blade, this dagger weapon utilizes a triple-condition trigger with a chord tied to the toe to prevent any unintentional releases. One preps the release by tapping the top of the foot on the ground or on a hard enough surface to proc the trigger. If necessary, the trigger can be reset with another tap. After, one tightly chambers the leg for a hook-kick or close-range axe-kick. On the kick extension, the blade is released. It is difficult to retract the blade during combat, so it can be disengaged by striking a trigger at the ankle. Used for assassinations, surprise attacks, or hand-to-hand combat.

Attire: (5 Points)

  • Half-Gauntlets (Black) – Finger-less leather gloves with a single plate of folded steel over the back of the hand.**
  • Rainmaker’s Tunic (Blue)
  • Velveteen Kecks (Black)
  • Toadskin Shoes (Brown)
  • Leather Survival Belt

Sundries: (6 Points)

  • Opiate Extract – A pinky-sized dose of narcotic that serves as a powerful but addictive painkiller.***
  • Utility Knife – Multipurpose working knife mainly used for dressing game (non-combative). Stored in the Leather Survival Belt.
  • Water Canteen – Filled with diluted liquor. Stored in the Leather Survival Belt.
  • Traveling Rations – Stored in the Leather Survival Belt.
  • Climbing Rope – Stored in the Leather Survival Belt
  • Flint and Steel – Stored in the Leather Survival Belt.

Weapon/Spell Affinity:

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.

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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

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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 :D

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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.

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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.

 

Thank you! I'm glad you think so. 

 

It's completely understandable that interest in this type of system would be very small, I expected this from the beginning. But by all means, if you know people that may be interested in this, feel free to send them this way to take a gander.

 

On a side note, I'd like to state that I've never personally played D&D. I have played one or two other table top RPGs (whose names I can't recall for the life of me...), but most of my experience derives from other systems such as TRPGs, TCGs, and board games, which I feel are evident in how the turns and rounds function. I did look into how D&D and other table top systems work and I also spoke to a couple people who do play D&D or have experience with it and asked what mechanics would likely work or fail in a normal RP setting. 

 

The idea was initially thought out as a system that myself and a few others who expressed interest could use when we can't RP in-game, but wanted to keep the element of "realtime" RP in a forum setting when in combat while also making it fun and engaging for all those involved. Again, I'd like to stress that the system above would only ever be used when in combat in certain instances (not every instance), while RP would function normally outside of these.

 

Anyways, I'll be creating a new RP thread for the first test session either tonight or tomorrow. To everyone who has volunteered, please have your character profile/affinity chart ready if you haven't posted it in this thread yet. 

 

Thanks again guys! :)

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Since Mtoto emphasized how this would mainly be for combat, I added a bit more detail to the weapon descriptions in Tyonis' character profile to give everyone a better idea of how they work in general combat scenarios.

 

I also changed the inventory order a little bit, but the points are the same. So it's finalized and ready to go Mtoto!

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Since Mtoto emphasized how this would mainly be for combat, I added a bit more detail to the weapon descriptions in Tyonis' character profile to give everyone a better idea of how they work in general combat scenarios.

 

I also changed the inventory order a little bit, but the points are the same. So it's finalized and ready to go Mtoto!

 

Awesome, thanks Tyonis!

 

I've started the RP thread. It can be found here: http://ffxiv-roleplayers.com/showthread.php?tid=2086&pid=24774#pid24774

 

I may make some minor tweaking throughout, but I'll inform everyone before I do. 

 

Also, the finalized list of characters for this RP are as follows:

 

Xenedra

Kannadi

Tyonis

Caysen

Fearless

Remi

Myllor

 

Everyone is free to begin RPing after reading through the opening post! See you all there!

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Did you want to establish a posting order first Mtoto?

 

Since the combat posting order is determined by the armor type and weight of the individual characters, I have to wait until everyone posts their character profiles to determine that particular posting order. 

 

Outside of combat however, I decided there would be no posting order, so people are free to post as they please. The general rule of thumb however is to post once per round of turns. You can always post more than once during the normal RP, but try to limit it to one or two posts before the next set of turns. Hope that made sense! sometimes I type out things that make sense to me and then I read them and I think "wat" .__,

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Did you want to establish a posting order first Mtoto?

 

Since the combat posting order is determined by the armor type and weight of the individual characters, I have to wait until everyone posts their character profiles to determine that particular posting order. 

 

Outside of combat however, I decided there would be no posting order, so people are free to post as they please. The general rule of thumb however is to post once per round of turns. You can always post more than once during the normal RP, but try to limit it to one or two posts before the next set of turns. Hope that made sense! sometimes I type out things that make sense to me and then I read them and I think "wat" .__,

Yeah I got it! Thanks for the clarification. Also, how do I spoiler tag things on this forum? I assume it is:

 

 

Ha, I was right.

'

 

Also, do you have any posting length requirements? If not, I'll probably just type up a paragraph or two to keep the RP from getting crushed under walls of text.

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Did you want to establish a posting order first Mtoto?

 

Since the combat posting order is determined by the armor type and weight of the individual characters, I have to wait until everyone posts their character profiles to determine that particular posting order. 

 

Outside of combat however, I decided there would be no posting order, so people are free to post as they please. The general rule of thumb however is to post once per round of turns. You can always post more than once during the normal RP, but try to limit it to one or two posts before the next set of turns. Hope that made sense! sometimes I type out things that make sense to me and then I read them and I think "wat" .__,

Yeah I got it! Thanks for the clarification. Also, how do I spoiler tag things on this forum? I assume it is:

 

[.spoiler]content[./spoiler]

 

Yup! You can also do [.spoiler=title or whatever here]content[./spoiler] minus all the periods, but I'm sure you knew that :P

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Sorry for being a bum, Mtoto. You know what's been up :x

 

Character Name: Xenedra Ambreaus

Armor Type: Light Armor

Total # of items: 19

Weight: +1 (does this get rounded up?)

 

Items:

Weaponry:

i. Relic Bow (coughlawl)

ii. Quiver

iii. Dagger (poisoned)

iv. Dagger (enthundered)

v. Dagger

vi.-vii. throwing knife x5

 

Attire: (should jewelry count?)

viii. Alpine Jacket (leather, black [how, you ask? dye system!])

ix. Sarouels (black, linen)

x. Limsa Officer's Boots (leather, thigh-high, black)

xi. Gloves (leather, fingerless, black)

 

Sundries:

xii. Hi-Potion

xiii. Hi-Potion

xiv. Poison Pot

xv. Antidote

xvi. First Aid Kit

xvii. Echo Drops

xviii. Weaver's Hoop

xix. Alchemist's Alembic

 

Personal Items (uncounted):

i. rope

ii. make up (compact, lipstick etc)

iii. engagement ring (on necklace)

iv. goggles (no stats)

v. dancer's sashes (no stats)

vi. noise making, mood crystal

vii. Ysa Van's oracle orb

viii. various linkpearls

 

Weapon/Spell Affinity:

Sword..............E

Shield..............E

Dagger.............A (3)

Axe..................E

Lance...............E

Hand-to-hand....C (1)

Bow.................A (3)

Conjury.............C (1)

Thaumaturgy......B (2)

Arcana..............E

Total = 10/10

 

Elemental Affinity:

Fire..................D (1)

Water...............E

Earth................E

Wind................B (3)

Ice...................C (2)

Lightning...........A (4)

Total = 10/10

 

Armor Affinity:

Heavy Armor......E

Medium Armor....D (1)

Light Armor........C (2)

No Armor...........C (2)

Total = 5/5

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