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    1. IncredibleBee 12 yrs ago

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Actually you can totally swim in plate. A suit of armor weighs about 50 or 60 pounds, which is less than the weight carried by a modern soldier. The reason why 18th century sailors didn't use it is because by the 18th century, gunpowder had rendered metal armor obsolete.
Similarly, climbing and running would barely be restricted, especially when you consider that the ones wearing the armor in the first place would train for it.
Neither are the plates unwieldy; you'd have full range of motion available to you.
I got two questions.

Do you have an end-goal in mind for the players? I find it's beneficial if everyone has at least one common goal to work towards.
Also, you say "total mind control" is banned in the CS. Does this mean partial mind control is allowed? I hope it isn't because mind control of any flavor is BS.

ONE MORE THING.
More protective armor doesn't actually restrict your movement. You can run, climb, and even swim in full plate, though thinking it's overly heavy is a common misconception. That's not to say you don't need to train your strength and stamina, but it doesn't slow you down at all. If it did, people wouldn't have used it.
https://www.youtube.com/watch?v=NqC_squo6X4
"Oh shi-" Akira said, diving to the side. He realized that fighting this guy was like trying to grab a snake. To disable the tail, he'd probably just have to grab it. Probably. He outstretched his fingers, and made a diving grab towards the end of Calos' tail.

"CROCODILE HUNTER, DON'T FAIL ME NOW!" he shouted.
PhoenixWhite said
Ehhh, I think certain aspects simply can't be dice roll-ed out of. I'm one of those individuals who doesn't believe that throwing up numbers on the screen substitutes for roleplay efforts. Dice rolls are still somewhat foreign to me, but this is less important in this context because it's my bias xD


You don't dice roll when you roleplay. Talking, moving around, and most simple actions and social situations don't require dice. Dice are just there so there's a form of challenge in combat and dungeoneering.
PhoenixWhite said
That's certainly not an overly strenuous system, and does allow some open inteperetation. It does seem somewhat one sided in a combat scenario though, if one person simply overpowers the other by a few dice. I can see it playing out fairly though. I'm still arbitrary and indifferent however, I am rather new to forum roleplays and have only minorly experimented with tabletops in the past-- but text based, pure roleplay, stories are what i'm used to.


A player short a few dice can still win with luck, but generally speaking, the player starting with more dice in their pool has the advantage, because that represents a higher tier of skill. It's similar to how a person with five years of fencing training will usually -but not necessarily always- beat someone with only three.
This encourages players to specialize in at least one area, but it's also possible to spread out and have a few dice in many skills that other players might not have. Even if you dedicate the maximum six dice to a combat-centric skillset, you'll also still have four leftover for other things. However, if you don't put six dice into a fighting skill, you should know it's still possible to use other skills to escape an encounter safely. You could sneak, for example, try to use diplomacy, or any other option you can come up with.
Keia Vewyx said
I read up on that Risus system. Do note that I was planning out my groceries, wandered around my house mindlessly, and half-drowned myself in cider along the way so I took thrice as long as one normally would (and probably misunderstood more than a few points, aha).It's a quite interesting system, I'll give it that. Very little math involved and quite simple, if a bit "free-form" for a stat-based system. Barely any limitations. I suppose that means it's suitable for the more creative writing focus that is RP Guild as stated earlier, though the system itself caters towards more... light-hearted roleplays (not that it can't be used for more serious roleplays). But, I can't say if it's a good match or not for this roleplay; that's SyrianHamster's decision.


Risus is a great system for games like this, and can be used for any genre, even serious ones. All you do is distribute ten points among varying skill types.

Say you wanted to be a samurai. You place up to six points in "Samurai", and gain an equal number of d6's for anything applicable to the career. This could be swordsmanship, horse riding, and even speaking formally; it's up to GM Fiat if a skillset is too broad or you use something that can't apply. One point means you know the basics, but not much else, and six means you are the best of the best. Stat checks vary depending on how hard the task is, with 5 being simple routine, like displaying basic sword kata, then scaling up to 30 for an impossibly hard task, like cutting a fly out of the air blindfolded. Since all skills cap at six, you have other points you can put among things like "Chef" and "Medic".
In combat, you and your opponent pick an appropriate skill. Say, you pick Samurai, and your foe has six points in "Fencer". You both roll 6d6. The loser loses a dice from his dice pool, and has to roll 5d6 next round. This continues until the loser runs out of dice, and appropriate consequences are applied (Probably usually either KO or Death for Ironshore).

For anyone who didn't read it, that's Risus in a nutshell. You can sum up the entire ruleset in two paragraphs and stat your character in about twenty seconds. I highly recommend it to anyone making an action play by post.
Zombehs said
This is why trying to establish a system is generally meh. Lil details, and stuff like all of that get in the way, of what is ultimately supposed to be writing.


Actually systems are great for role plays. They give a fair method of conflict resolution, and more importantly, a sense of danger. You can't get a sense of danger without the real threat of a fail state created from a dice roll.
The only problem is that the system Hamster is trying to create is clunky and poorly made, which is understandable, because making a system from scratch is hard and takes really good math. The thing is that Zero and I are both presenting an easy solution in the form of an extremely simple four page system. All he has to do is say "Hmm, maybe using a readily available system would be easier than designing, playtesting, and editing my own over the course of many hours."
Your stat system seems a little clunky, and the math and bonuses feel weird.

Have you considered Risus? It can be read in five minutes. It only takes a second to set up a character, and conflict resolution is as simple as rolling the requisite number of d6's. It's an extremely flexible system that allows massive variation in players while still having a fair conflict resolution and degrees of character specialization. I've actually run games with this and it's probably the best system to use for a play by post.

http://www.systemreferencedocuments.org/resources/systems/pennpaper/risus/risus/index.html?1
"Well, look in your damned inventory." Yuki said, pulling up the menu.

"Let's see, I got.... 4 mirrors, 6 cloth, and.... nine-nine-nine Town Maps? Whatever, has anyone got a craft skill? You can make, like, a cloak or something. Seriously just craft yourself a solution."
Yuki only needed to travel a short while before spying a crab man and a vampire.

"Hey! Hey you!" she called out, waving her greatsword.

"What are you guys doing just standing here? Too scared to go raid a dungeon? It's right there, scrubs."
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