[@ELGainsborough] I don't think using dice to solve situations where luck would play a stronger factor, or perhaps situations where it's very difficult for people to reach a convincing agreement from a debate perspective, is a major problem, but I do feel like most free-form role-players who actually know what they're doing would grit their teeth at the notion of allowing dice to determine everything rather than the narrative and battle of wits themselves; I know I feel that way. I've included some reflection on the whole idea below, but only read it if you feel like it. [hider=My Thoughts]I prefer to let the writing direct the combat, not let the combat (mechanics) direct the writing. The problems I have with using RPG mechanics become noticeably more significant the more complex or detailed the characters or strategies are, from my own personal experience. I don't have a problem with using dice because I want to be competitive; I have a problem with using dice because I want to feel like I'm reading/writing a novel instead of feel like I'm playing a Tabletop or video game. For example, you'll notice in our current role-play I don't simply dodge or anticipate everything you do because I want to show off or be competitive; if I dodge or anticipate something I have put a very well-thought-out strategy and internal monologue for my character to explain why they were able to outwit the opponent. These sort of tactics, which are vital to writing realistic combat, simply don't work naturally in a narrative if dice rolls are deciding success or failure, especially when character proficiencies are often a lot more complex than just being simplified as a couple of stats or skills; it's not realistic to categorize things like that. That said, in complete honesty I do feel like attempting to implement a universal gameplay mechanic into free-form role-play would bother a lot of free-form role-players, as it bothers me personally. Most of the time, a good understand of the combat and decent collaboration can prevent people from dodging things that should connected, but I realize it's definitely a skill that needs to be developed if the person isn't intuitively able to understand it like I was when I started out. Implementing a system like that won't bother [i]everyone[/i], but it will bother a [i]lot[/i] of people, in the exact same way that I'm sure a D&D Tabletop player would be offended and mortified at the suggestion of playing a D&D campaign without using dice. I'm not saying what you have in mind won't work for some people, but it's just my personal beliefs that quality of writing is supported by not involving these mechanics into the narrative rather than involving them, especially since I doubt many authors would use dice rolling when they write a novel (some might, perhaps those basing a novel off of D&D). I did emphasize most of this in the previous discussion though, and (also mentioned in the previous discussion) I know plenty of people - more of them than free-form role-players in fact - who actually see using RPG mechanics and dice as a way to power game instead of support writing. The first role-playing forum I was ever a part of, which I spent five years on, was exactly this type of forum, and honestly did suffer for it, especially considering I also role-played on a forum that used the same setting without the mechanics and felt it was far more realistic and natural for me. The site that used the dice eventually died due to the mechanics getting in the way of the writing, despite my attempts to try and revamp the system to solve balance problems. They were too focused on all the RPG mechanics and the stats that they forgot the whole point of play-by-post is [i]writing[/i].[/hider] Long story short, what you're suggesting will work for some and won't work for others; it probably doesn't work for me but that doesn't mean everyone will have a problem with it. Some of the people from that first role-playing forum I was part of (that I mentioned in my thoughts above) would have liked the idea of using the dice more than either myself or Ailyn do, and more than a free-form role-player would. The better people are at free-form, the more compelling a piece of writing. Overall, I'm mostly here to exercise myself a little since I'm incredibly rusty. I couldn't see a system involving dice ever working realistically with the sort of characters I normally use or with the types of battles that I specialize in conducting; they work here, but only within certain boundaries. I don't particularly want to debate the whole thing again, so think of this are more me analysing what I expect the reception will be like. Edit: I've dealt with the post now. Honestly, there was a certain aesthetic detail in my last two posts that was bothering me, but I've decided to just roll with my current solution for the time being.