Hidden 10 yrs ago Post by Turtlicious
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Turtlicious

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http://www.roleplayerguild.com/topics/2298/posts/ooc

Thanks, It's basically a 400 page rule book condensed to one page. I simply want to answer questions that might come up when you read it, so that I can have a more complete guide available.

Appreciate it <3
Hidden 10 yrs ago Post by Meth Quokka
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Meth Quokka This Was Nutter's Idea

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I guess I'm a good candidate considering I've never tabletopped before. I'l read and let you know.

Looks pretty good, I didn't really understand the dice roll things though.
Hidden 10 yrs ago Post by Turtlicious
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Turtlicious

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What would help?

Like what parts are confusing?
Hidden 10 yrs ago Post by Meth Quokka
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Meth Quokka This Was Nutter's Idea

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Turtlicious said
What would help?Like what parts are confusing?


Well this is coming from a person with no knowledge of the guide but the whole 2d6 + STR 10 for example was a little confusing.

Maybe some kind of key or legend perhaps?
Hidden 10 yrs ago Post by Jorick
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I gave it a quick scan and I can see what Kangaroo means. Your organization for the when to roll hider is messy. You should first give an explanation of what the rolling syntax means for people who have no idea (like say Xd6 means to roll X number of 6 sided dice, the + stat means to add whatever modifier you have on that stat AFTER the dice roll [I've seen people be confused and think such things meant to add dice], and that's how you get the final number; also wouldn't hurt to give an example or two using stats from your example character), then make each result explanation its own line rather than having it clumped into one paragraph. It looks messy with things smushed together, and it's hard to follow in some places, so using line breaks would clear that up. Also you should probably state what happens for <7 rolls for those actions, because it seems that there ought to be some negative repercussions for shit rolls if melee attack rolls of 7-9 mean they also get hit by the enemy, for example.

Generally that whole hider just needs a major overhaul for grammar and clarity. Putting each result section on its own line will help that a lot, but you've also got things like the ranged damage explanation for 7-9 rolls being a really broken run-on sentence that should be separated by a semicolon or split into two sentences. General revisions for grammar in the rest of the guide could also do you some good. Aside from that, try to keep in mind that you want everything as simple as possible so everyone understands it, because if people are confused by things they're much less likely to actually join your game. Act like you're trying to explain everything to a 13 year old who has never even heard of tabletop RPGs and you'll end up with zero confusion if you do a good job of it.
Hidden 10 yrs ago Post by Meth Quokka
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Jorick said
. Act like you're trying to explain everything to a 13 year old who has never even heard of tabletop RPGs and you'll end up with zero confusion if you do a good job of it.


Not even 13 ;_;
Hidden 10 yrs ago Post by Turtlicious
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Completely re-formatted that section, adding examples and clear consequences for failures and pseudo-successes. Added a section on dice syntax
When in a game that uses dice, you end up using dice syntax alot; which is as follows XdY+(modifier)

X = How many Dice
Y= How many sides the dice have
(modifier) = What you add.

At the end of this post, you'll notice a character Named Iris Zelenki who is an Elvish Bard, we'll use her for our examples. If Iris were going to swing her sword at someone. What would she roll?

Well, let's see.

In the hider below, listed are different situations in which you'd be required to roll. The first one is "When trying to damage something in melee range, roll 2d6+STR."

So that means, 2 Dice with 6 sides + Strength modifiers.

Modifiers, are how much you add to the dice, which is based off of your Attribute score.

Any score from 1-4 gives you a -2 Modifier
9-11 = -1
13-15 = +1
16 - 18 = +2
>19 = +3

Iris has a strength of 8, which means we subtract 1 frm her roll. So whenever tries to damage something within melee range, she rolls 2 dice, with 6 sides, minus 1. Or in dice syntax 2d6-1. After that, she would roll damage (her DMG is d6, meaning she always rolls 1d6+ whatever modifiers to her damage that might come up.)

Keep Dice syntax in mind as you read WHEN you HAVE to roll.
Now, you have your stats, you have your character, and you're writing your post, but when exactly are you supposed to roll? Well, I've written this bit up to explain when you absolutely have to roll, no if ands or buts.
Hidden 10 yrs ago Post by Meth Quokka
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When in a game that uses dice, you end up using dice syntax a lot; which is as follows XdY+(modifier)

X = How many Dice
Y= How many sides the dice have
(modifier) = What you add.

When in a game that uses dice, you end up using dice syntax alot; which is as follows XdY+(modifier)

X = How many Dice
Y= How many sides the dice have
(modifier) = What you add.

Is this a repeat?

Much more clear now :)
Hidden 10 yrs ago Post by Turtlicious
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Yeah, I fixed it though.

:)
Hidden 10 yrs ago Post by Meth Quokka
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Turtlicious said
Yeah, I fixed it though.:)


Ah okay. Looks good though mate.
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