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A Primer on Roll Fighting.

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My personally "favorite" roll systems tend to be D100 that have modifiers built into them based on class, ability, etc.

There was a general system that Big Easy / Lumos Drifters uses where each character chooses two strengths and a weakness that could be modified easily. An example for a character like Kintallo

Major Strength: Good At Clawing You Up - +15 To attack Rolls
Minor Strength: Strong - +10 to strength checks to lift things, break things, etc
Weakness - Hot headed: Must make and beat a 50 on a d100 to see if he goes cray on someone.

That's actually pretty cool. I like that!
Posted Aug 4, 15
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I'd love a 'fight club' where both different ooc roll fighting methods could be tried and practiced, and perhaps IC fighting styles and techniques (aka posing) could be practiced as well.

Another idea: There was chat earlier about possibly having a tiered team-oriented fighting tournament for roll-play fighting, and have the highest tiers possibly be cross-faction.
Posted Aug 4, 15
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There's really no way to escape the 'dice make my skilled character look stupid' problem without removing dice entirely. I hate dice, they are the bane of my existence, but there's no better way to apply 'fair' rules other than 'hey, that's just how the dice rolled'. And it inspires taking time to write a good 'fail', which can be very character building.

That said, House Valesius uses a similar but simplified system for 'sparring' fights.

No crits, no fumbles, 3hits to win. Higher roll is the winner of each specific opposed roll. The number-gap means nothing, it's literally just 'who rolled higher'.

Because if you're really having two badasses fight? There isn't going to be a critical fail or success, just a 'close fight'.
Posted Aug 4, 15
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My issue with roll fights is that they rarely take into consideration the skills of an individual character. For example, in a fist fight a character trained in martial arts should have an advantage over a character who had never raised their fists against another person in their life.

I feel the same, but from the other side - a lot of my characters aren't combat specialists. I don't want them to have an equal chance against people who know what they're doing. It also seems kind of boring? Maybe not for short duels, but if your only option is 'roll for a direct attack, flat 50% chance to hit,' there's not much room for your character's style. But on the other hand, no one wants to have to learn Dungeons and Dragons for a videogame.
Posted Aug 4, 15
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I do like rolling for effect when it comes to dealing with situations. Howver outside of a d&d setting things get fuzzy on how to deal with proficiency. I'd suggest taking in account stat milestones and building out a simple system of attack rolls and if they beat a stat defined defense value. Similar to some table top games out there such as heroclix
Posted Aug 5, 15
Kalita o
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In other games, dice rolls only came down to being used if both sides couldn't agree to the outcome for whatever reason. It was meant as a tie break when no other form of communication could resolve the fight. Personally, I prefer freeform RP combat as it allows for fare more interesting fights and the outcome isn't left to RNG.

That said, if one must be used, the KISS principle is needed. That or take it to PvP and see what happens. Sure, not always fair in how it turns out but it is another form of tie breaker.
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Posted Aug 5, 15
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Freeform RP combat only works between very trusted writing partners and people who have a really strong, same-page feeling of what the scene is supposed to do, and how the characters would actually handle it.

That is *mind-boggling rare* in ANY RP community.

If you found it? Awesome!

Can't use it for a standardized system. Too many egos are too delicate.
Posted Aug 5, 15
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I've found Freeform RP combat has largely worked in this game. Everytime I've been involved in a fight IC or even a competition IC, it's usually been discussions of finding someone to accept /winning/ - I've ran into several situations where both sides have tried to lose OOC.

I'm playing with a system idea right now that I'll propose shortly to see if anyone is interested. I also like Elkhan's fight club idea!

When Murdock was working on designing a system in the forever ago, we were going to test it out by just bringing people to Wigwalli and having a snowball fight. Still may work!
Posted Aug 5, 15
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But on the other hand, no one wants to have to learn Dungeons and Dragons for a videogame.

That being said, if anybody wants to stat their character in Pathfinder and fight me with Kala using that combat system, ALL YOU HAVE TO DO IS ASK. >:]
Kala Amarsa | Draken soldier, jock, bacon enthusiast.
Rasha Saltstorm | Draken pirate, smuggler, and smooth talker.
they/them pronouns when OOC, please.
Posted Aug 5, 15
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Kalita o
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wrote:
Freeform RP combat only works between very trusted writing partners and people who have a really strong, same-page feeling of what the scene is supposed to do, and how the characters would actually handle it.

That is *mind-boggling rare* in ANY RP community.

If you found it? Awesome!

Can't use it for a standardized system. Too many egos are too delicate.

As Pepper said, most of the RP combat I've been involved with, has actually been freeform. The only time dice were ever used was in a story that required it for fighting an NPC. You'd be surprised how well just sending a whisper and talking things out during the fight can work...not always of course. Maybe the RP community I was part in the past was just that chill, but I've found most in WS to be pretty easy going on that front too.

That said, even when the situations were cool and everything? Stalemates would happen and having something to fall back on for tiebreakers was never a bad thing to use. It's also never bad to have things in place for those that want them either!

Still, the KISS principle is key here.

Also, Pepper. I remember that system being worked on! We should soooo try it out some time!
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Posted Aug 5, 15
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