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14:54, 18th April 2024 (GMT+0)

OOC Discussion.

Posted by The WorldFor group 0
The World
GM, 171 posts
Sat 1 Dec 2018
at 01:16
  • msg #187

Re: Sleep and long rests

In reply to Ratt (msg # 186):

I also like 0 being the baseline.  2d3-2d3 is also equivalent, but maybe more brain power to subtract dice and have to chose which ones are negative, but I just tested and the rpol dice roller will do it.  I think 1d10-1d10 might look nice.
Zip
player, 70 posts
Mon 3 Dec 2018
at 18:23
  • msg #188

Re: Sleep and long rests

i would be down for any of those options
Matt
GM, 24 posts
Mon 3 Dec 2018
at 19:30
  • msg #189

Re: Sleep and long rests

In reply to Zip (msg # 188):

I would like to revive an old idea, which is that different races should have different distributions. My further two-cents are that you should have three distributions: racially uniform, racially normal, and racially random. Die values are subjective, but an extreme demonstration would be:

Uniform: 9d2
Normal: 6d3
Random: 1d20
Ratt
player, 136 posts
Mon 3 Dec 2018
at 20:35
  • msg #190

Dice rolling game

I second the motion to revive that discussion. The idea being that for each stat (str, dex, con, etc.) you decide if a race would have a uniform, normal, or random distribution and roll that set of dice for stat so a dwarf might be:

str 9d2 (uniformly strong)
dex 3d6 (normally dexterous)
con 9d2 (uniformly constitutional)
int 3d6 (normally smart)
wis 3d6 (normaly wise)
cha 1d20 (randomly charismatic)

Then you roll and what you get is what you get. You can add onto each dice set a modifier, or mins/maxes.

I believe there is a more indepth discussion about this on another game that has two vectors, one being distrubition and the other being talent. So a race can be consistenly high, low, or average in a stat. Or the distribution can be random, but taken as a whole they can be, better, worse, or on par with average. (Some other terms for these concepts are accurate and precise, accurate meaning the average is on target and precise meaning that the distribution is tight, but maybe off target).

You could also, potentially, add modifiers based on class and background or just what you want to stack.

So, maybe you have +6 that you can distribute around. I would say though that maybe it should be 6 points and the cost to get a +1 to any stat (pre-roll) costs 1 for random, 2 for normal, and 3 for uniform, since a uniform roll averages 13.5 with little deviation from the mean. So a +1 represents an high probability of a 15, a min of 10 and a max of 19; and a +2 would be a 16, 11, and 20 respectively.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
[The following is what I was going to post, but then saw that Matt had posted]


I was thinking about how you could convert the d20 system (5e, etc.) into percentile (each point = 5%), then rolling dice such that 50% becomes the baseline and adding modifiers in 5% increments.

The most obvious rolling scheme being 1d100 which yeilds an average of 50 with an equal probability of each number rolled. The other options I calculated using the basic form of xdy-x = (average of 50.5, max 100, min 1) and came up with these options:

1d100-0
3d34-2
9d12-8
11d10-10
33d4-32
99d2-98

link
https://anydice.com/program/127e8
Ratt
player, 137 posts
Tue 4 Dec 2018
at 21:37
  • msg #191

Dice rolling game

Or you can just roll 76 and then you win our dice rolling game.
Rose
player, 89 posts
Tue 4 Dec 2018
at 21:49
  • msg #192

Dice rolling game

Though i never use it i prefer the point buy system for fairness and consistency. I would make the cost different depending on ability and race. For example, I'd make the higher strength and con scores cheaper for dwarves. Basically, use the racial modifiers to alter point buy and then drop the modifiers.
Ratt
player, 138 posts
Tue 4 Dec 2018
at 23:47
  • msg #193

Dice rolling game

I don't know what I prefer. I mean, I know what I prefer, which is high stats. I want 18's across the board.

But in theory I like the idea of other things.

I think I have brought this up before, but I like the idea of having an array where you get a good prime requisite stat (16), a really good stat in a non-prime requisite (18), and the rest be average (maybe just roll 3d6, or 4d6 drop lowest).

So, like really smart barbarians. Really strong wizards. Super charismatic monks. Etc.

I think you would have to exclude dex and maybe con, because of universal appeal.

One issue, of course, is that you can make a build that plays to the strength, so it would be difficult to identify a fair dump stat. Maybe. Here is a try

Barbarian: Int
Bard: Wis
Cleric: Int
Druid: Cha
Fighter: Int
Monk: Cha
Paladin: Int
Ranger: Int
Rogue: Wis
Sorcerer: Str
Warlock: Wis
Wizard: Str
The World
GM, 172 posts
Tue 4 Dec 2018
at 23:57
  • msg #194

Dice rolling game

I think we should create our own rule book, and not burden ourselves with actually having to ever play the game we create.

One running joke we have in our office is the perfect project is the one that goes all the way through design and then loses funding and never gets built.
Matt
GM, 25 posts
Wed 5 Dec 2018
at 22:18
  • msg #195

Dice rolling game

In reply to The World (msg # 194):

Everything works perfectly until the actual work starts.
Ratt
player, 139 posts
Wed 5 Dec 2018
at 23:06
  • msg #196

Dice rolling game

I am pretty sure the best job in the entire world is to be a researcher at a think tank.
Matt
GM, 26 posts
Thu 6 Dec 2018
at 01:25
  • msg #197

Dice rolling game

In reply to Ratt (msg # 196):

This is essentially what I have sold myself to be inside of Amazon.
Ratt
player, 140 posts
Thu 6 Dec 2018
at 18:25
  • msg #198

Dice rolling game

Option 1: 5e and decide on a creation process or import a character
Option 2: Use homebrew/FATE system

Polls are now open.
Matt
GM, 27 posts
Thu 6 Dec 2018
at 19:00
  • msg #199

Dice rolling game

In reply to Ratt (msg # 198):

My non-playing vote is option 2. I'd participate in homebrewing.
Ratt
player, 141 posts
Tue 11 Dec 2018
at 00:53
  • msg #200

Dice rolling game

I added Adam to Dryad's Curse, so maybe I will make thread for people to post into.
link to another game
Ratt
player, 143 posts
Thu 30 May 2019
at 18:32
  • msg #201

Dice rolling game

If you give me the link to morgrims character sheet I could potentially run his turns.
The World
GM, 175 posts
Thu 30 May 2019
at 19:21
  • msg #202

Dice rolling game

https://drive.google.com/open?...BaoYumewebbfAHtaR7sI

I think I also added the link to the character description, which I think you should have access to...
This message was last edited by the GM at 19:22, Thu 30 May 2019.
Ratt
player, 144 posts
Thu 30 May 2019
at 21:24
  • msg #203

Dice rolling game

Google says not found.
The World
GM, 176 posts
Fri 31 May 2019
at 20:14
  • msg #204

Dice rolling game

In reply to Ratt (msg # 203):

https://docs.google.com/spread...7sI/edit?usp=sharing

Try that one
The World
GM, 186 posts
Wed 5 Jun 2019
at 20:52
  • msg #205

Dice rolling game

Joe had a bunch of questions that we resolved over text.  Here are the answers.

The ladder up or down the tower is difficult terrain.  Towers are 20' tall so going up or down costs 40' of movement.

Attacking from the tower requires peeking above and around crenels enough times within a turn, in addition to having to pop out for a shot that you have 3/4 cover if you attack.  You can get full cover at the tower crenels as long as you don't make an attack.  So you can still see what's going on, or take another action that doesn't require exposing yo-self.

Spending a turn at half cover to get a better shot will give you advantage.

Looking at the orc band they have about 2 javelins a piece.

We are using the Forgotten Realms pantheon.

Let me know if anyone has any other questions.
The World
GM, 196 posts
Mon 10 Jun 2019
at 19:24
  • msg #206

Dice rolling game

In reply to Ratt (msg # 355):

I guess climbing already costs extra movement, without it being difficult terrain.  I think if it were difficult terrain it would cost 3 ft per 1 ft.  So the ladder is just a ladder, and it costs 2 ft per ft to climb up or down.

In this case though, Rose had almost 20' to get to the ladder, and then another 20' up the ladder.  No matter if it's jumping or climbing, is just under 40', so no matter how you traverse the vertical distance it is going to take a move and dash to get all the way up.  Getting to the ladder and then climbing costs just under 60'.  Getting to the ladder and jumping costs just under 40'.

I don't think jumping higher helps as you can just take another jump up to your movement.

I think a Dexterity(Athletics) check is appropriate to stay on the ladder, not knock the ladder down, etc.

So yes, I think you can climb a ladder faster by jumping, but jumping higher doesn't help, because you can take as many jumps as you need.  But it's harder to stay on the ladder if you are jumping, or maybe we could call it fast climbing, skipping rungs or something.  Let's say for the future it's a DC 12 to fast climb a ladder.  If you fail, you slip and cover only 1/2 the distance of normal climbing (4 ft per 1 ft), and if you succeed, you cover twice the distance of normal climbing (1 ft per 1 ft).

If you want to jump further or higher than normal, you can roll a Strength(Athletics) check.
Ratt
player, 158 posts
Fri 21 Jun 2019
at 18:59
  • msg #207

Dice rolling game

Point of order, I forgot to roll a concentration check when I got tagged, which I have rolled now, and failed, so I would have had to recast hex, which means I am out of slots, and that I would not have been able to transfer hex at the end of the round, so you may need to reroll the climb check for that one orc (8?), unless you know what his first roll was.
Ratt
player, 160 posts
Mon 24 Jun 2019
at 17:51
  • msg #208

Dice rolling game

During my adventures looking up mottes and moats:

https://en.wikipedia.org/wiki/Fort_Bourtange


Zip
player, 85 posts
Sun 30 Jun 2019
at 20:48
  • msg #209

Dice rolling game

question: when rollong with advantage as a halfling do you still re roll ones?
The World
GM, 217 posts
Mon 1 Jul 2019
at 04:23
The World
GM, 223 posts
Wed 17 Jul 2019
at 02:01
  • msg #211

Dice rolling game

Question from Joe posted here in case anyone else has a similar question.

Joe:
Hey, I was thinking of going back up the tower, and jumping down to the motte. Does it seem possible in a turn? Is it possible to do without taking damage? What would the roll be?


Climbing the ladder to the top of the tower is 40' of movement.  With a move and dash of 60' one could climb the ladder and jump down in a single turn.

It's a 20' drop from the tower to the motte, so that's 2d6 fall damage.  The motte is designed to be hard to climb, so I'm going to say very hard to land and not fall into the moat, DC 27 Dex/Acrobatics.

You have just enough room for a running start, so if you have a strength score of 10 or more you can clear the motte (and the crenels) and land in the moat.  As I understand there are no RAW for landing in water.  Here is my proposed homebrew.

Jumping/Diving into Water
heightDC (Dex/Acro)SuccessFail
0-10'--no dmgno dmg
10-19'7no dmg1d4 dmg
20-29'14no dmg2d4 dmg
30-60'16no dmg1d4 every 10'
>60'181/2 dmg1d6 every 10'

This message was last edited by the GM at 02:12, Wed 17 July 2019.
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