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Conquest of the Horde Rolling System

Started by Hellscree, December 19, 2010, 07:41:35 PM

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Hellscree

I was speaking about this last night, so here is the post so you can all see and asses in your own time.

Firstly, I want to explain how I got this method, and why I personally believe it is a very suitable alternative. You see a few months ago, something happened on Argent Dawn servers that annoyed me so much that I left Retail RP. I joined this private RP server called Conquest of The Horde. You have to post a huge application and write a short story to even be able to make your first character, so there are only decent RPers on that server. Together as a collective, we saw many issues with duelling or just emoting. So we made a system similar to the roll system, but with slight changes, to iron out all of these issues. It is fair, it is not level based, and you cannot make your character out to be a god.

So how does it work? I will explain step by step. When you start you normally set out which rules you want, that is how much you decide to roll out of, how much HP you have, and weather you have class perks. (I have to explain that if you do, /roll, you roll out of a hundred, but if you do /roll 50, you will roll out of 50. Not everyone knows that, and after testing it quite a fair bit, /roll 50 normally brings out more even battles.)

The next step is you do an initiation roll. It is simple, you both roll and the person who rolls the highest gets to attack first. If you are in a large group of people, the initiation roll picks out the order from highest to lowest. Not everyone uses the initiation rolls, and some discuss who goes first. But if there is any sign of an argument brewing over who gets to go first, then I advise you use it.

Now obviously you fight, so it is quite simple, the attacker emotes the attack then rolls, then the defender(s) have to roll. If the attacker wins then the defender(s) emote how they got hurt and it goes to the next person, they also lose 1 hp. If the defender(s) win, then they emote how they parry/block/dodge the move, no hp is lost.

So that is the basics of the fights, but this is for RPers not lollers, so here are all the added bits:
Firstly, you get crits, crits are where the attacker rolls a certain amount over the defender's roll. This amount is discussed before hand if you have crits in your fight. EG the amount is 50,
Krarosh rolls: 85 (1-100)
Fritz rolls: 20 (1-100)

Krarosh's roll was more than 50 over Fritz, so Krarosh being the attacker in this situation, got a crit. This deals 2 hp. Now the person who gets hit with this, try and make it sound like you just got hit by a crit, and not like you just got bit by a tick.

Now you get counters, this is like a defence crit, so it works in the same way a crit does. This is when the defender gets that roll which was exampled just before. In this case the defence harms the attacker and the attacker loses 1 hp. You obviously have to emote your defence so it makes sense for it to harm the attacker. Remember this does not count as an attack, so if it is the defender's go to attack after then he still gets an attack.

Heals; these you find a lot less in these types of fights, but they can happen. The thing is with heals is that it can make a fight last for ever. So if you do use heals, I advise each person is only allowed to heal once. A heal replaces the attack, and has a crit system in the same way. Defenders can stop the heal if they win the roll by disrupting the caster.

Perk; these are for epic battles because they are generally quite hard to establish. But they are any perk your character can use, or have a potion to use. For example, a priest can increase his HP by 1 using a buff, so can a paladin. And a paladin can make it so they get between 1-5 added to their attack roll using blessing of might. Any buff you can think of, and your character can use, is legit. I rarely use these and would save them for the epic fights your character will get through out it's development. Perks only last one round.

The reason I like these is because you still get the awesome description element of emote fights, if you want to have it. It is fair, quite easy to pick up and generally quite fun. If you agree that your characters have differences in hp then by all means give your self the differences that you want. EG, a Peon vs a Grunt. Peon=3hp Grunt=6hp. The peon still has a marginal chance, but he is a lot less likely to win.

My next post will be a good system if you want to do RP events/mini-events. Until then, "Blood and Thunder for the Horde!"

Gordug Bonechewer

Apologies for stalking a forum not belonging to me but I enjoy reading through long gone events and ideas of smarter and more experienced people than me.

This particularly caught my eye and seems like an interesting (but very detailed concept to execute).

Did the Red Blade ever try this?

Okiba

#2
Such has been tried before, and laughed off the server as both pointlessly complex and horribly boring. sorry, but i'd quit the game long before i did this.  x_x'

It would have to be very situational as your system doesnt take into account Exerpeince, Different character 'types', time/fitness/locational advantages and disadvantages and most important of all its alot to remember when you could just simply employ some common sense and know your own limits, OR communicate effectively with the individual your emote fighting with.
Okiba Spearbreaker - Nag'Ogar and Warrior Monk of the Horde
"Strength, Discipline, Mastery."


Gordug Bonechewer

Yeah I would have thought as much, trying to implement something so intricate and complex would probably confuse people and make it harder for newer role-players to accustom.

It's still quite interesting though, no denial of that!