How This Works (Rules on Playing with RPol)   Posted by DM.Group: 0
 GM, 3 posts
 Goddess of Destruction
 Love Me & Despair
Fri 24 Feb 2017
at 12:29
How This Works (Rules on Playing with RPol)
Stolen directly from Aaron.

1. Setting

This is the D&D 5th ed. Castle Ravenloft module.  The following site should prove helpful to those working without the benefit of a PHB:

2. Combat

I will roll everyone's initiative once combat begins.  If you'd like to start with a surprise attack, just let me know and I'll handle the initiative order afterward.  These values will be posted so everyone knows whose turn it is and where they are in the combat rotation.

If it's been your turn during combat for 48 hours or more, you'll take an automatic hold action until you return.  This is to keep the game moving for everyone and will be announced by the DM.

Your opponents' basic stats will be public knowledge, so when you roll you will know if you hit.  This serves 2 purposes: it allows you to describe how your turn went, and it allows you to apply damage. (i.e I shoot my arrow and it pierces the beast hide for 4 damage, the beast slumps to the ground dead from the blow.)  This will also allow for speedy combat as you don't have to wait for the DM to post after each player has taken their turn.

3. Skills

You can use your skills when ever they seem appropriate, just work them into your post dialogue and make the roll.  Post the result in brackets and I will make a post describing what happens.  I will also occasionally call for checks; when I do so, I will generally make the rolls for you in order to speed up gameplay and post the results.

4. Character Sheets

You will be responsible for maintaining your character sheet.  There is a place in the Character Details tab for you to put it (separate from your bio under "The Cast").  I would suggest making it look as much like a normal character sheet as possible, as it's easier to view that way.  Make a place for your gold, gear, and experience, as I will be posting what you get but not keeping track of who has what.

6. Chatter

When you speak in the game, please do it in a color specific to your character. The way to accomplish this is <color > text </color >.  This helps to differentiate dialogue from actions.  If you want to type inner monologue use italics. <i > text </i >.

This isn't micromanagement; we have a colorblind player, and this is the scheme that works best for him.

Assignments as follows:

Aaron: red
Chris: green
Magee: aqua
Scott: gold
Matt: the extremely manly lavender
DM: dark blue/blue

5. Non-combat Playtime

During times when initiative isn't being used.  Players can post what they say and their actions whenever they want.  There is no players turns, it's open forum.  If you decide to move from one place to another (i.e Bar to Town Hall) describe yourself as leaving and the DM will describe your entrance into the new location.

If you need to step away for IRL reasons or just don't post for a while your character will have assumed to fade into the back, not talking or contributing but following along with the group, so that when you return you can hop right back in with everyone else.

6. Rolling

When using the Dice Roller, please put a comment in the comment section stating what the roll is for.  This helps to keep thing less complicated for the GM.  If there is no comment then the roll will be null and void.

7. Example of Skill Checks

Bob the Smooth Talker (color: purple) wants to convince a guard to let him into the palace.  His post looks like this:

Bob rushes up to the guard and looks up at him with a pleading expression, panting for breath and pointing wildly over the guard's shoulder.

"Hey, look! A distraction!"

[Bluff: 7]

Since Bob doesn't know the DC for such a ruse, that's it for his post and he'll have to wait until the DM responds.  That would look like this:

The guard snorts dismissively, continuing to stand at attention.

The DM would probably reveal the DC at this point (in this case, 15).  You could also have asked the DM beforehand to get a feel for what would or would not work, in order to tailor your results accordingly.

Either way, now that Bob knows the DC, he can carry out his side of the conversation by himself until he either succeeds or gives up/fails two more times.  If you keep trying and failing, you'll need to pause and let the DM let the NPC react.  Note: this only applies to skill checks that allow re-tries, of course.  Let's take a look:

Bob frowns impatiently at the guard, then adopts a look of wide-eyed panic.

"You can't just stand there!  He'll kill them all!"

[Bluff: 12]

Seeing the guard remain unphased, Bob presses the point.

"He said something about binding the souls of those poor orphans to fuel his demonic ritual.  Maybe I was a fool to think you Wardens cared about that.  I'll go ask the Emerald Flame instead; I'm sure Tris will appreciate being placed in Haedriel's debt once more."

[Bluff: 18]

Having beaten the DC on this attempt, Bob now waits the DM to process the success into a story element.

The guard raises an eyebrow angrily, shifting his stance and marching toward Bob.

"The Shining Empire can handle this problem on our own.  Thank you, citizen!"

With that, the guard rushes off -- leaving his post vacant.

Final note: you can (and should) roll as you go, and tailor your prowess to how the numbers look.  If you beat someone's AC, describe the blow.  If you miss, describe that, too.  The DM will correct anything that seems out of place.

8. Example of Combat Checks

Combat will generally begin with the DM doling out the initiative and explaining where everything is.

The guard returns to find you on your way out of the palace, laden with fistfulls of palace jewels.

"Why you cheeky..." he sputters, drawing his sword.

Combat!  Initiative order:
Guard (18)
Bob (4)

The guard charges toward Bob, swing his sword somewhat clumsily in Bob's general direction.

[Attack: 14]

The weapon, while once keen, could probably use a few minutes on the grindstone these days, and bites uselessly into Bob's cloak.

Bob's next, and he knows the guard's stats, so he can take care of the rolls himself:

Surprised by the guard's reappearance and sudden attack, Bob takes a five-foot step backward and opens the palm of his hand toward his opponent.


[Casting (Glitterdust)]
[Guard's Will Save: 3]

A colorful shower of sparks and dust fills the room like a ticker-tape parade.  The guard clutches his eyes, blinded, as Bob quietly works his way around him, bags of deliciously illgotten loot dangling from his belt and backpack.

[Move Silently: 24]

OOC/PM to DM: I'd like to disengage from battle and slip away, if possible.

DM's turn.  If the guard was wearing a magical item or had an aura or something that boosted his Will save, the DM would add those modifications.  If it changes the result, the player will have a chance to update accordingly.  This is a mook of a guard, though, so the 3 stands.

The guard continues to swing he sword recklessly as Bob slips away, shaking his head and grinning.

"Where are you?!  Come back here and fight!"

End Combat!
Oswald Weiss
 player, 2 posts
 Unbent. Unbroken.
Sun 26 Feb 2017
at 02:12
Re: How This Works (Rules on Playing with RPol)
Stolen directly from Aaron.

1) Love the shout-out

2) Credit where due: Sarah DID make at least a handful of edits :)

3) This is another online SRD if the first one doesn't have what you're looking for: Between those two resources and the free mobile apps out there, you can get by (somewhat) without a handbook.

This message was last edited by the player at 16:21, Fri 10 Mar 2017.