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- Nov 29, 2016
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It has come to my attention that combat roleplay can often result in a disastrous cluster of players and a huge wall of text that can be hard to read and follow as well. I've also noticed that the /roll plugin, whilst increasingly used, is not terribly accurate or helpful.
My suggestion here is simple. Improve the roll plugin and make it a more sophisticated and formal way of combat roleplaying. What do I mean by this? That instead of just roleplaying the actions without any sort of outcome, we start using the roll plugin. It would go something along these lines:
Player 1 attempts to punch Player 2 in the stomach. /roll 20
Player 2 attempts to avoid Player 1's punch. /roll 20
Here, it is obvious that the highest outcome would be the winner, and after this particular pair of actions, it is now Player 2's turn to attempt to punch Player 1. It would keep going like that until a knockout or defeating punch is rolled. For example, if Player 1 attempted to punch Player 1 in the head and rolled a 20, and Player 2 attempted to avoid Player 1's punch and rolled a 2, it can be almost certain that Player 2 is now K.O'd.
However, there are some negative aspect to the current roll plugin. For example:
Let's say a Viridian Paladin (the highest rank of the Viridian Order) is fighting an unskilled and untrained person. It's pretty obvious that one paladin by itself can defeat a normal untrained citizen with ease, and I know what you're asking: "but what if the citizen rolls a higher number than the paladin?" Well, that's when these things called die extensions, which are applied by doing 20+(bonus), come to handy.
Now, let's say the same Viridian Paladin is fighting the same untrained peasant, but this time with a +15 bonus because he's an expert in his school. Now it would be pretty hard for the peasant to defeat the paladin using rolls, because now that he has a +15 bonus on his die, he can easily defeat the peasant (which he is supposed to do no matter what, he's a peasant.) This means that, when the paladin rolls, he automatically has a +15 bonus, so if he rolls a 3, he should have an 18 as the outcome.
These extensions are what make turn-based/roll combat roleplay so unique. Because they actually define what your character is able to do. For schools, the extension/bonus system can be something like this:
Student: No bonus.
Fighter: +5
Warrior: +10
Expert: +15
The same thing could go for the magic ranking system as well.
It's a simple idea that has the potential to make CRP more streamlined and less clunky - It might also help players hold a more neutral view of their opponents in CRP and keep everyone relatively happy with each other. However, this extension plugin, is not implemented (To my belief) in the roll plugin we currently have, and thus, my suggestion is to add it. To restate, it can be hard to decide the outcome out of a fight without using rolls, and it often results in long OOC arguments.
Of course injuries sustained during the fight and the effects of injuries are down to player interpretation and rely on cooperation still.
My suggestion here is simple. Improve the roll plugin and make it a more sophisticated and formal way of combat roleplaying. What do I mean by this? That instead of just roleplaying the actions without any sort of outcome, we start using the roll plugin. It would go something along these lines:
Player 1 attempts to punch Player 2 in the stomach. /roll 20
Player 2 attempts to avoid Player 1's punch. /roll 20
Here, it is obvious that the highest outcome would be the winner, and after this particular pair of actions, it is now Player 2's turn to attempt to punch Player 1. It would keep going like that until a knockout or defeating punch is rolled. For example, if Player 1 attempted to punch Player 1 in the head and rolled a 20, and Player 2 attempted to avoid Player 1's punch and rolled a 2, it can be almost certain that Player 2 is now K.O'd.
However, there are some negative aspect to the current roll plugin. For example:
Let's say a Viridian Paladin (the highest rank of the Viridian Order) is fighting an unskilled and untrained person. It's pretty obvious that one paladin by itself can defeat a normal untrained citizen with ease, and I know what you're asking: "but what if the citizen rolls a higher number than the paladin?" Well, that's when these things called die extensions, which are applied by doing 20+(bonus), come to handy.
Now, let's say the same Viridian Paladin is fighting the same untrained peasant, but this time with a +15 bonus because he's an expert in his school. Now it would be pretty hard for the peasant to defeat the paladin using rolls, because now that he has a +15 bonus on his die, he can easily defeat the peasant (which he is supposed to do no matter what, he's a peasant.) This means that, when the paladin rolls, he automatically has a +15 bonus, so if he rolls a 3, he should have an 18 as the outcome.
These extensions are what make turn-based/roll combat roleplay so unique. Because they actually define what your character is able to do. For schools, the extension/bonus system can be something like this:
Student: No bonus.
Fighter: +5
Warrior: +10
Expert: +15
The same thing could go for the magic ranking system as well.
It's a simple idea that has the potential to make CRP more streamlined and less clunky - It might also help players hold a more neutral view of their opponents in CRP and keep everyone relatively happy with each other. However, this extension plugin, is not implemented (To my belief) in the roll plugin we currently have, and thus, my suggestion is to add it. To restate, it can be hard to decide the outcome out of a fight without using rolls, and it often results in long OOC arguments.
Of course injuries sustained during the fight and the effects of injuries are down to player interpretation and rely on cooperation still.