- Joined
- Apr 21, 2013
- Messages
- 1,193
- Reaction score
- 6,683
- Points
- 0
It's been a long time since proficiency and dice have been introduced to MassiveCraft, whether it be for a brief gamble, the deciding of combat, or just trolling your friends with a roll from 1 to 42069420. However, what there hasn't been a solid introduction of is a 'correct' (or in my opinion, balanced) system of points and numbers that will allow all forms of players to have what they desire: results that are completely fair and understandable without a need for argument. I will be covering multiple forms of combat I have seen thus far, comment on what is both right and wrong about them, and lastly, I will offer moderate solutions for if conflicts are to arise. This is entirely up to my opinion, but I decided that I should contribute as much as anyone else. For these systems, I will assume that rolling the highest value doesn't mean that you draw blood, but that you hit your opponent. This means that people wearing armour may be hit by your sword, but their armour might deflect or minimize the blow. The systems included below are the ones I could find a direct link to, have personally seen in Regalia, or know exist, and haven't yet been able to see it in use. Keep in mind that I may be wrong about certain systems, as I'm limited to what I can understand at first glance.
Let's get rolling!
Note: if you don't want to read all the other rolling systems and want to get right to the source, just ignore the spoiler and get right to cracking at my idea to criticize or use.
you animal.
But most importantly, what do you think about this system?
Tagging people who helped me come up with said systems: @Bagley_ @JarrettdaCarrot @Razrei @Oursaxmax @someoneIsurelyforgot
Let's get rolling!
Note: if you don't want to read all the other rolling systems and want to get right to the source, just ignore the spoiler and get right to cracking at my idea to criticize or use.
you animal.
- The Honour System
- The only rule is "don't be stupid and we can settle this like humans." Maybe once in a while the duelists will roll 1-20, the highest number wins, but it usually is settled entirely by emotes and what the players feel is "right." This is best to use when the environment is extremely shaky, weapons are constantly changing, or there are variables such as an arm being missing that leaves rolling to be completely illogical to use. This system always plays a key part in other systems, especially when ties or unrealistic scenarios occur, going so far as even negating rolls entirely for the sake of the plot (which should always matter more than just winning your fight). If a player doesn't have an approved app, always choose what you think is best to stay fair in battle.
- The Bellator Dueling System (OUTDATED)
- In this system, players are against one other individual in which they are rolling for solely the higher value. Their emote may have weight on the amount of damage caused, but no matter what it is, the higher number (whether it be a natural 1 versus a natural 2 or a natural 4 against an unnatural 37) will win. Here is how the system appears to be handled:
- Primary Weapon Proficiency +
- Secondary Weapon (if applicable) Proficiency +
- Acrobatics +
- 20 =
- Results
- An example will be provided below.
- +10 Shortsword
- +10 Large Shield
- +10 Acrobatics
- +20
- /roll 1 50
- An example will be provided below.
- While this may naturally seem fair, the numbers become fairly imbalanced when you begin fighting people of much higher level.
- An example will be provided below.
- +10 Longsword VERSUS +50 Shortsword
- +10 Large Shield VERSUS +0 (none, unarmed irrelevant since it's not being used)
- +0 (no Acrobatics) VERSUS +14 Acrobatics
- +20 VERSUS +20
- /roll 1 40 VERSUS /roll 1 84
- An example will be provided below.
- See the issue here? While the person using the Longsword and Large Shield should naturally beat someone who is using a simple Shortsword with fast moves, the Shortsword grandmastery and beyond has caused the second individual to roll literally more than twice what makes logical sense. This makes it virtually impossible for the first individual to win despite the circumstances stating that his defense and range is too high for the individual with the Shortsword to reach him. While this could work for duelists who have very similar stats, even so much as champion versus grandmaster can cause a huge gap in the chance of success. There is also no correct system for ranged attacks. Nevertheless, this is currently the most popular, and at the moment, most effective use of dice in combative situations.
- In this system, players are against one other individual in which they are rolling for solely the higher value. Their emote may have weight on the amount of damage caused, but no matter what it is, the higher number (whether it be a natural 1 versus a natural 2 or a natural 4 against an unnatural 37) will win. Here is how the system appears to be handled:
- The Flat d20 System
- I don't see many people using this system still, but there is still the odd person who prefers this over others. In comparison to the others I will make an example of, this system is a raw 1-20 contesting of ability.
- Roll 1 - 20.
- An example will be provided below.
- /roll 1 20 VERSUS /roll 1 20.
- An example will be provided below.
- Roll 1 - 20.
- Right off the bat, you can see there's already a huge issue here. Proficiency skills are completely ignored, and while that might be fine to some individuals who have characters instead of mindless soldiers, this completely negates the logical ability a highly trained knight would have in comparison to an angry peasant swinging a wooden tree branch like a club. This, however, is oddly enough a popular system that individuals use for defending or attacking with ranged attacks. While not uncommon for archers and the likes, it's still an unfair system that doesn't focus on skill.
- I don't see many people using this system still, but there is still the odd person who prefers this over others. In comparison to the others I will make an example of, this system is a raw 1-20 contesting of ability.
- The Maths and Dice System
- This system is a combination of the two provided above. However, this can almost be considered a bastardized version of the two since it uses proficiency, but very vaguely.
- Roll 1 - 20.
- Add the proficiency of the attacking weapon / weapons.
- An example will be provided below.
- /roll 1 20 VERSUS /roll 1 20.
- Count attacking weapon proficiency (only one) VERSUS count defending weapon proficiency (only one).
- Add result + proficiency VERSUS add result + proficiency.
- An example will be provided below.
- This system is very unfair, making it impossible for duel-wielders, shields, acrobatics, or ranged attacks to be factored. Nevertheless, this system has been used multiple times by people who get in 1v1 melee combats.
- This system is a combination of the two provided above. However, this can almost be considered a bastardized version of the two since it uses proficiency, but very vaguely.
- Jarrett's System of Hundreds
- One of the first guides provided when proficiency became a thing to combine with dice was produced by @JarrettdaCarrot . This was an easy system that works very similarly to the Maths and Dice System, but it makes the rolling range much larger.
- Rolling 1 - 100.
- Add the proficiency of the attacking weapon / weapons.
- An example will be provided below.
- /roll 1 100 VERSUS /roll 1 100.
- Count attacking weapon proficiency (only one) VERSUS count defending weapon proficiency (only one.)
- Add result + proficiency VERSUS add result + proficiency.
- While this system does minimize the gap between champions and grandmasters to allow lesser-skilled individuals a chance of rolling really high when the opponent rolls really low, it suffers the same drawbacks as the system it's based off of. Duel-wielders, shields, acrobatics, and ranged weapons can't truly be factored unless players mutually agree with rules on scene.
- One of the first guides provided when proficiency became a thing to combine with dice was produced by @JarrettdaCarrot . This was an easy system that works very similarly to the Maths and Dice System, but it makes the rolling range much larger.
- The Twos and Fives System
- This particular style is more complicated than the ones listed in the spoiler, but this is a combination of suggestions I've collected from different players, including my own contribution. As a matter of fact, it even pulls from the Bellator's dueling system. The example below will sum it up in total, both using the ranged and melee systems.
- Primary Weapon Proficiency (+2 per 5 points) +
- Secondary Weapon (if applicable) Proficiency (+2 per 5 points) +
- Acrobatics (+2 per 5 points) +
- Large Shields (+1 permanently when equipped, can stack (but you're dumb to have more than one)) +
- 20 =
- Results
- An example will be provided below for melee.
- +10 Shortsword (+4) VERSUS +43 Longsword (+16)
- +10 Short Shield (+4) VERSUS +5 Large Shield (+2)
- +0 Acrobatics (+0) VERSUS +0 Acrobatics (+0)
- +0 Large Shield Bonus (+0) VERSUS +1 Large Shield Bonus (+1)
- +20 VERSUS +20
- /roll 1 28 VERSUS /roll 1 39
- An example will be provided below for ranged.
- Ranged Attack VERSUS Defender's Shield / Acrobatics (+2 per 5 points) +
- +0 VERSUS Large shields (+1 permanently when equipped, can stack (but you're dumb if you have more than one)) +
- 20 =
- Results (ranged attacker winning delivers damage, ranged defender winning does nothing)
- +20 Pavisa Crossbow (+8) VERSUS +5 Acrobatics (+2)
- +0 VERSUS +7 Short Shield (+2)
- +0 VERSUS +0 Large shield Bonus (+0)
- +20 VERSUS +20
- /roll 1 28 VERSUS 1 24
- An example will be provided below for melee.
- On to the criticism. As you can see with this system, it obviously relies on the person scoring the highest roll with proficiency points (only +5 points per +2 to roll) causing the rolls to increase in count. There is also a stone system set in for people who are being shot at, giving the person firing a slight (but significant) increase in hit-chance in comparison to someone who is trying to attack. This also closes the gap between a grandmaster and a warrior, making it possible for the warrior to beat the master while still giving a grandmaster a very comfortably large bonus to ensure that they will naturally be more successful than those unskilled, even with 'average' results. What is important to note is that, using this systems, counters cannot be factored. While a Mariposa user might be able to poke a hole into the armour of a Polesword user due to be unspeakably more capable than the slowness of his opponent, this dice system does not address direct counters that should normally be clear. For example, throwing holy water at a Vampire is not addressed, though that system could easily be the thrower rolling 1-20 and the subjected Vampire needing to roll 1-20 + acrobatics/shielding. One of the bonuses, however, is that it gives an inherent boost to individuals using large shields. This is because having a wall the size of a person in your left hand makes it easier to tuck yourself behind when an arrow is fired at you or when someone tries to chop at you, definitively putting the difference between carrying a buckler shield and a tower shield.
- This particular style is more complicated than the ones listed in the spoiler, but this is a combination of suggestions I've collected from different players, including my own contribution. As a matter of fact, it even pulls from the Bellator's dueling system. The example below will sum it up in total, both using the ranged and melee systems.
But most importantly, what do you think about this system?
Tagging people who helped me come up with said systems: @Bagley_ @JarrettdaCarrot @Razrei @Oursaxmax @someoneIsurelyforgot
Last edited: