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See, about that...
I was GOING to move it along once I had the regular rotation done, and that was only one person left (Rain). This whoooole mess could've gone without incident and I could have pushed the scene along, no problem.

Your actions are actually stalling it from moving along because now everyone's going to try to KILL Mithias every time he appears because he is now a threat to the group that they're helping. Now included.
Well, I'm just gonna give my own input as GM, because this will probably spiral out of control.

Every other character in that area is currently planning to work for/aid the crew inside the military base. Your character, who has at this point not established himself (clearly) to be part of their group, up and decides to kill some of the limited personnel that they have guarding the place.

This action will literally turn the ENTIRE group against him, and I'm fairly certain he won't be able to talk his way out of it. You've more or less done something REALLY unnecessary and... Well, you're now heavily outnumbered by people who could probably take him on 1v1 anyhow.

I'm not going to perform any divine intervention, but know this: any actions that come as a byproduct are what you brought onto yourself. Though I won't bring the hammer down definitively, I will mention this: RE5 Wesker shares a few abilities with Mithias (namely, superhuman strength and speed). There WILL be a kill order put out, because that's what is in character for our NPC crew given their past experiences.

So... Best of luck trying to dodge death, because now everyone's out for his blood.
Ironic, isn't it?
@Ashifili
More along the lines of... Well, RNG is REALLY fun, but when it becomes pivotal for every action done, then I start to shy away from it. I like to use dice sporadically and only when I feel like it'll make a moment more memorable. Using it too often makes it become mundane.

If I was to use a Hearthstone analogy... It's like the Unstable Portal Brawl. The first few games are really fun, but then you start to get tired of it real quick.

Hopefully people understood that.
O_o

This is looking a lot more like a tabletop than anything else with the way you put everything. It might be a bit more preferential (for me, at least) to be in the latter group.
Hm. Alright, I think that's fair, then. Wasn't sure to what extent magic could heal stuff; was thinking there was a threshold at which point a character would straight up be unable to fight even after healing, but it's interesting that there isn't one. as far as I can tell.

Well, today I learned that dice causes controversy. Who knew?

I'll start brainstorming ideas, but I think I may hold off on putting someone forward until I see another form or two roll in.
>has a habit of filling party niches
Don't you just love how the thumbnail for that first video is Haruhito in complete terror and pain? :D
Sadism jokes aside... Yeah, I could see that being a reasonable compromise overall. Let people from both ends of the spectrum be satisfied and gives some overall consistency to those who want it. I like it.

For that last bit... Just add a negative modified based on the severity of wounds, I guess?

That begs another question, though: to what degree will wounds be curable, and will players be able to "retire" characters if they're wounded to the point where they're alive and kicking, but not combat-worthy anymore?
I mean... Yeah, I agree that skill should be EXPONENTIALLY more important than luck, but sometimes those little bits and pieces add up. "Luck" is just a concept, anyhow; in theory, a group that is absurdly well-prepared and geared to fight should have no trouble with the enemy they're planning to face off against. It's just that they may overlook something that they did not anticipate in being a factor may end up occurring and blame it on bad luck, when in reality that isn't the case.

Though I think we can agree that if dice ARE used, the outliers should be eliminated on the spot unless it fits the narrative better (which should probably be at our GM's discretion). I'm not sure how you'd translate these minute changes over rolls, though, since in situations where luck becomes pivotal a minor slip-up might not change much in the long run... Especially in cases where the RPer is playing a character that might not have the necessary skill to capitalize.

In this regard, I see the dice as a way to tip the scales between equal opponents one way or the other, or a way to give that little hope spot to a group in dire need of aid. It shouldn't be used to indiscriminately make everyone's lives miserable (tbh, they'll probably do that to each other instead), but rather just be used sparingly and only when the situation calls for it. Once the characters have enough experience killing, say, slimes, there shouldn't be a need to roll for those fights because they've learned their opponents in and out and can thus act accordingly.
Well, I'd argue for variance based upon GM discretion, but not full-on Hail Mary-level RNG. I think it'd be really stupid if, say, the entire party got crit to death in their first battle against low-ranking enemies. Of course, that's an extreme example, but I think that if there's going to be a level of RNG, it has to be scaled reasonably well to what's going on in the environment and not get to the point where it's just absurdity upon absurdity... Which, you know, with enough potential modifiers (so to speak), could very likely become possible.

I think that'd likely be the best possible compromise; I mean, obviously it's interesting if you throw a wrench in someone's plans, because let's be real here, things NEVER go according to plan. At the same time, though... I think there's a certain line that you just have to not cross, or else everything just comes tumbling down.
Gonna laugh if someone uses a Touhou here.


Contemplating whether or not to take on that challenge right there. >3>

How many chars we limited to for the moment? Just one?
Seems a lot more rooted in EO, which I am actually completely okay with. Interested, for sure.
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