Post by Vi-Poi on Feb 13, 2015 23:26:51 GMT
Hello everyone.
This is an idea for a system of dodging that could be used in battle threads. It could be used as a mutually participatory, voluntary system for adversaries, or incorporated into the overall battle system should lots of people like it.
Background for Concept: Arguments over whether or not someone can do X has been a problem in tabletop and online RPGs for decades. This is a quality which WoDBS is not immune to, as there was just that sort of argument today over whether or not someone could dodge. One way to address the general issue of "can someone do X?" is to create governing formulas over events, such as battle systems, equipment systems, leveling systems, etc. These formulas eliminate personal biases, and allow for roleplay to be formed on a fair and equitable basis. In this instance, governing formulas can be created on the dodge technique.
Pros: A formalized dodging system will eliminate the need for 'RP gutchecks', the introspective review a player should ask themselves, ie. "Can my character realistically dodge this?". This elimination removes the possibility of personal bias, and creates a more-fair plane upon which combat, especially consequential combat like the Death Enabled variety, could be set. The introduction of true randomness into the battle system can allow for more variable battle outcomes.
Cons: A dodging system may introduce unnecessary rigidity, forcing players to remove more creative control from their character's battling. Further, the introduction of true randomness into the battle system could create outcomes where a character that was previously unlikely to lose, will lose because of poor dice rolls.
These are not all of the Pros and Cons to having a dodging system, just some big ones I can think of off the top of my head.
Now, I move on to discuss what a dodging system might look like. I feel the best system will be one that is modified based on Power Level, and whose rolls are completely random and mutually-verifiable.
The modifier tiers would look as such:
If Dodger is within 20% of PL of Attacker:
A Ten Sided Dice is rolled by the dodger. If the dodger rolls 6-10, he successfully dodges the attack.
If Dodger is within 35% PL of Attacker:
A Ten Sided Dice is rolled by the dodger. If the dodger rolls 7-10, he successfully dodges the attack.
If a Dodger is within 50% PL of Attacker:
A Ten Sided Dice is rolled by the dodger. If the dodger rolls 8-10, he successfully dodges the attack.
If a Dodger is less than 50% PL of Attacker:
A Ten Sided Dice is rolled by the dodger. If the dodger rolls a 9-10, he successfully dodges the attack.
EDIT: Expanding on the formula, if the Dodger is stronger than the Attacker, which I neglected:
If Dodger is more than 20% PL of the Attacker:
A Ten Sided Dice is rolled by the dodger. If the dodger rolls 4-10, he successfully dodges the attack.
If Dodger is more than 35% PL of the Attacker:
A Ten Sided Dice is rolled by the dodger. If the dodger rolls 3-10, he successfully dodges the attack.
If Dodger is more than 50% PL of the Attacker:
A Ten Sided Dice is rolled by the dodger. If the dodger rolls 2-10, he successfully dodges the attack.
Modifiers based on upgrades, such as Offensive Homing could be added. A V2 Homing upgrade on an N1 technique could add a -2 modifier to all of the Dodger's rolls. Similarly, any specialized defensive/Support upgrades could add a +1 or +2 modifier to all of the Dodger's rolls, depending on technique.
This would allow for all Power Levels to be factored into the battle, as well as create a fair system on which saving throws can be based.
To allow for true random rolls, and for mutual verification of the rolls, an online dice room would be used, such as the following: rolz.org/group
Please let me know what you all think of this, I think it may be beneficial for players, especially as the game progresses into more DEs and more Sagas.
Thank you.
This is an idea for a system of dodging that could be used in battle threads. It could be used as a mutually participatory, voluntary system for adversaries, or incorporated into the overall battle system should lots of people like it.
Background for Concept: Arguments over whether or not someone can do X has been a problem in tabletop and online RPGs for decades. This is a quality which WoDBS is not immune to, as there was just that sort of argument today over whether or not someone could dodge. One way to address the general issue of "can someone do X?" is to create governing formulas over events, such as battle systems, equipment systems, leveling systems, etc. These formulas eliminate personal biases, and allow for roleplay to be formed on a fair and equitable basis. In this instance, governing formulas can be created on the dodge technique.
Pros: A formalized dodging system will eliminate the need for 'RP gutchecks', the introspective review a player should ask themselves, ie. "Can my character realistically dodge this?". This elimination removes the possibility of personal bias, and creates a more-fair plane upon which combat, especially consequential combat like the Death Enabled variety, could be set. The introduction of true randomness into the battle system can allow for more variable battle outcomes.
Cons: A dodging system may introduce unnecessary rigidity, forcing players to remove more creative control from their character's battling. Further, the introduction of true randomness into the battle system could create outcomes where a character that was previously unlikely to lose, will lose because of poor dice rolls.
These are not all of the Pros and Cons to having a dodging system, just some big ones I can think of off the top of my head.
Now, I move on to discuss what a dodging system might look like. I feel the best system will be one that is modified based on Power Level, and whose rolls are completely random and mutually-verifiable.
The modifier tiers would look as such:
If Dodger is within 20% of PL of Attacker:
A Ten Sided Dice is rolled by the dodger. If the dodger rolls 6-10, he successfully dodges the attack.
If Dodger is within 35% PL of Attacker:
A Ten Sided Dice is rolled by the dodger. If the dodger rolls 7-10, he successfully dodges the attack.
If a Dodger is within 50% PL of Attacker:
A Ten Sided Dice is rolled by the dodger. If the dodger rolls 8-10, he successfully dodges the attack.
If a Dodger is less than 50% PL of Attacker:
A Ten Sided Dice is rolled by the dodger. If the dodger rolls a 9-10, he successfully dodges the attack.
EDIT: Expanding on the formula, if the Dodger is stronger than the Attacker, which I neglected:
If Dodger is more than 20% PL of the Attacker:
A Ten Sided Dice is rolled by the dodger. If the dodger rolls 4-10, he successfully dodges the attack.
If Dodger is more than 35% PL of the Attacker:
A Ten Sided Dice is rolled by the dodger. If the dodger rolls 3-10, he successfully dodges the attack.
If Dodger is more than 50% PL of the Attacker:
A Ten Sided Dice is rolled by the dodger. If the dodger rolls 2-10, he successfully dodges the attack.
Modifiers based on upgrades, such as Offensive Homing could be added. A V2 Homing upgrade on an N1 technique could add a -2 modifier to all of the Dodger's rolls. Similarly, any specialized defensive/Support upgrades could add a +1 or +2 modifier to all of the Dodger's rolls, depending on technique.
This would allow for all Power Levels to be factored into the battle, as well as create a fair system on which saving throws can be based.
To allow for true random rolls, and for mutual verification of the rolls, an online dice room would be used, such as the following: rolz.org/group
Please let me know what you all think of this, I think it may be beneficial for players, especially as the game progresses into more DEs and more Sagas.
Thank you.