Avatar of Rai
  • Last Seen: 1 yr ago
  • Joined: 12 yrs ago
  • Posts: 1878 (0.42 / day)
  • VMs: 7
  • Username history
    1. Rai 12 yrs ago

Status

Recent Statuses

4 yrs ago
Current I need an AI generated RP partner.
3 likes
6 yrs ago
"Oh! Ofcourse!" Famous last words.
6 yrs ago
Pixar films can change your life.
1 like
6 yrs ago
Only a rp can turn 4 days into 4 years
4 likes
6 yrs ago
Interested in creating an OC with limited options and fighting others in a test of skill and wit? roleplayerguild.com/topics/…

Bio

Join my Discord. 18+ discord.gg/Ac9WA3t



A little about myself and why Im here. Im an adult mid twenties with a serious addiction to fantasy stories and art, metaphysics and dimensions. Plus history and politics. My stories rarely involve fairy dust and rainbows. I aim to reflect the deepest and rawest parts of humanity into my work. Then have it reflect back to others.

Check out my album on here with my sketches.

I have a roleplay called Ascension.
A tale of 7 bloodlines. 5 elements combine with Dragons & Seraphim. Mix them as you will. Then explore and create in a changing world. I've out years of thought into this roleplay. If you're looking for a high fantasy with a active GM. If you love long term roleplays, ones where characters grow old and die. Here you go. roleplayerguild.com/topics/171791-asc…

Commissions page
roleplayerguild.com/topics/177255-rai…

Most Recent Posts

Thanks I'm working on both the story and the system. I figure automatic rolls will make things more interesting in the role play. I'm trying to implement it in a way that it isn't based on luck of the dice as often as your characters abilities and how you use them.
[/center]

updated lore

@Kibaro
Ok. I plan on just making the dice rolls and such for everyone for the most part. If thats ok with you guys. I just want you to focus mostly on the roleplay.

Ill even make the stats for each weapon, spells and more. In combat it will be based on your weapons damage output roll plus your strength or dex bonus. Spells will depend on intelligence and wisdom.

But as you play and try to attack someone ill let you know if you hit or miss and how much damage you did etc. Ill link to my rolls so you can see it.

Luck will be something ill play with in the background behind each attempt at something. Its a free chance to get what you want if it rolls high enough for you. Though I may scratch it off completely.

Strength:
Endurance:
Dexterity:
Agility:
Perception:
Accuracy:
Wisdom:
Intelligence:
Physical Density:
Resistance:
Luck:
Charm:
Soul:

Weapons:
Type-
Material-
Damage output-
Condition-
Ability-

Dumo

Stats-
Strength:
Endurance:
Dexterity:
Agility:
Perception:
Accuracy:
Wisdom:
Intelligence:
Physical Density:
Heat&Cold Resistance:
Luck:

@Kibaro Good insight. So it's basically like this. If you are not fast enough to match the movement speed of the one you are attacking you're most likely not to hit. But if you do match it you have to be accurate enough to score a hit on a moving target.

I agree that if you fail to be faster than the attempt to harm on your person you should be hit. Accuracy may be overdoveg it in physical close combat. Projectiles however will have an accuracy roll.

Good suggestion. Ill test out agility vs agility rolls more.
Well there's a dice system on here that goes as low as 1d1.@PURRfect93

Alright. In combat there will be different rolls for certain things, like for instance a slash with a sword will have an agility check, and in retaliation a dodge from the nonattacker would be agility checked as well. Since 3 is the highest any average person can muster it will be my base for agility judging. If you roll a 7 however that's at least more than twice the agility of an average. So to me I will be judging speed based on agility rolls.

If you attack and roll a 7 and your opponent attempts to dodge they too must roll for agility and if they get a number higher then its an automiss for the attacker. But if the attacker rolls higher or equal he/she will accuracy check against the agility the dodger rolled earlier. This time the agility check is for evasion vs Accuracy. If Accuracy is higher it counts as a hit and then you will roll for either dexterity or strength for damage. Subtract that number by the defense of the one getting hit, there will be a defensive roll for this.

But if it is lower (the accuracy roll) than their agility roll it will be a miss. The one dodging can now counter if they choose to (You can do whatever you want).

For every hindrance that will be a minus 1. A hindrance can be something simple like sun glare, smokescreen, stress, etc. And for each hindrance I'll subtract 1. For every advantage gained or bonus it will be a +1, this includes adrenaline, (Good) Drugs, Territory advantages, etc. Still working on it. But what's the thoughts on this?
@Kibaro
I agree a 1d60 would have a higher potential but a low chance of getting high numbers. Which is why there will be +1s to it. So far the dice in my mind is the potential one has and the + is your actual base level of skill. Weight lifters can have a 1d20 to strength potential and can roll a 1 on strength feats but the +10 will assure they at least get 11. Another example is a sniper. He can have the potential from his experience to have a 1d10 in overall accuracy and a +5 as his/hers skill set that doesn't dip any lower (unless considerable factors hinder him/her) than a even 6.

So the dice is the potential to max out for higher feats but the +1s count for the persons earned natural status. Im contemplating a 1d2+1 being newbie level. With it going up by 1 for every 2 levels. So a 1d4+2 then 1d5+2, then 1d6+3, 1d8+4, 1d10+5 etc.
ugghhhh wtf
When character profiles are made Ill read them over and will create a stat sheet. It will include accuracy, agility, etc. I will judge this off your characters experience, size, personality etc. Im thinking of having a dice used depending on your level in each status. Like a d3 or d4 is lowest level. D20 being very high. So you can have high d10 accuracy but low d6 agility
Nothing concrete yet I'm still working on some systems for character creation. And also while I do enjoy the luck of the dice throw and all I'm not big on the gambling aspect. I've heard of some ridiculous feats in D&D simply by the luck of the dice. Which can be fine in some situations buuuut I'm not big on gambling, more so on strategy. So while there will be a dice system It won't be that majorly based on luck. The confusing mess of words I posted earlier were all factors of combat I could think of off the top of my head. These factors and more are what brings out the realism in combat I think. Which gave me an idea to add or subtract from dice rolls for these factors. For example a sword swing adds whatever improves the swing in some viable way (Strength, training, dexterity etc) and subtracts from what hinders the swing (Air pressure, Fatigue, Mental Stress etc). This could be used for almost any attempt at anything but I think combat and certain physical feats (Like sneaking) are what ill use it on. I'm reading up on different D&D systems. Might end up with my own special blend. Stay tuned and suggest away.
© 2007-2026
BBCode Cheatsheet