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 Dynamic RP: Game System

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Lunarwolf
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PostSubject: Dynamic RP: Game System   Fri Aug 13, 2010 3:48 pm



"Look, everybody always figures the time they live in the most epic, the most important age to end all ages. But tyrants and heroes rise and fall, and historians sort out the pieces."
- Jolee Bindo, Knights of the Old Republic


Dynamic Role Playing (hereafter referred to as D-RP) is a system-based streamlined RPG rules system for use in Forum and Chat enviroments and is derived from Tabletop Pen & Paper gaming.

This paticular D-RP is based on Star Wars: Saga Edition Roleplaying by Wizards of the Coast and utilizes a simplified version of the ruleset modified and compiled by Sharasvar of The Sith'ari Path. Players take on the roles of characters within the Star Wars universe which are created using a set of statistics and abilites which they use to overcome certain obstacles and progress within the story.

Like most interactive group roleplaying games, players - and characters - fall within three sets:

Storyteller/GM/Narrator: The person who writes, guides and oversees the story. Theirs is an unbiased postion and they create the stories the players partake in. They don't work with or against the players, and are impatial judges of disputes.

Player Character (PC): The term used to describe both the character whom a player controls and the players. themelves. PCs differ from NPCs because only one person is in charge of each PC and they tend to be signifcantly more capable than most NPCs.

Non-Player Character (NPC): Non-player characters are controlled by the storyteller and make up literally everyone/everything not controlled by a PC. Although the Storyteller controlling the NPCs is impartial, the NPCs themselves are not and the storyteller will play them according to their character, not their personal prefernces.

THE GOLDEN RULE


Although there are many variations, modifiers and different ways of doing things, every action/outcome/challenge/battle etc is essentially dealt with in the same manner:

The Storyteller announces a Target Number (TN) to show how difficult a task is. To succeed at this task, the player must get equal to or higher than that TN.

To see if a player can succeed at this, they roll a d20 - a 20-sided dice - (using the Online Dicer Roller) and add any skills, abilities or powers to the roll. The higher the result, the better.

If the end result is equal to/higher than the TN it succeeds.
If the end result is lower than the TN it fails.
If the player rolls a 20 on the dice roller, they get a Critical Success.
IF the player rolls a 1 on the dice roller, they get a Critical Failure.

Example: Player 'Jack' has a Bounty Hunter character chasing down a fleeing Rodian NPC. He needs information from the Rodian, but the guy hes after is quick and nimble, and despite being quite quick on his feet himself, Jack's Bounty Hunter is losing him.
He decides to shoot out the fleeing Rodians' legs, he needs him alive.
Jack tells the Storyteller this is what he wants his Bounty Hunter to do. The Storyteller says that its a moderately simple task, made more difficult by the fact the Rodian is ducking and diving behind cover as he goes.
The storyteller says the TN to shoot out the Rodian's leg is TN10.
Jack's Bounty Hunter pulls out his blaster pistol and fires. The 'Pistol' skill is tied to the 'DEX' ability (see later) and his Bounty Hunter has a DEX of 2. This allows Jack to add +2 to the roll.
Using the Dice Roller, he rolls a d20 and gets a 9. When he adds his +2 from his DEX to this roll the total is 11. Because the total is equal or higher than the TN, it succeeds.
The bolt catches the Rodian in the leg and he collapses to the ground in pain.


TYPES OF ACTIONS


Anything your character does within a gaming session can be broken down into an 'Action', being the deliberate intention of you, the player, to do something with your character. There are two catagories of actions:

NON-ENCOUNTER ACTIONS:
Non-encounter actions are those which happen outside of combat or a stressful situation and cover all the day-to-day things like talking, preparing some breakfast, using a lift etc. Basically mundane tasks which don't require a roll of the Dice Roller because their success or failure is not immediately important to the wellfare of the character, and is unlikely to impact on the actual game. All non-encounter actions count as a 'Free Action' (see below)

ENCOUNTER ACTIONS:
Encounter actions require a roll because their success is much more open to chance and outside factors than non-encounter actions. Anything which could potentially go disasterously wrong like engaging in combat, defusing a bomb, flying a star fighter through an asteroid field etc, would require a roll and is therefore counted as an 'Encounter Action'.

Types of Encounter Actions:
There are a total of 6 different Encounter Action types and these cover a degree of different time and effort to accomplish.

Free actions are actions which can be taken at any time, both in and out a players' turn, to a reasonable degree. E.g. speech. (We'll discuss a 'Turn' in a moment)

Swift actions take little time. Each character can normally take one swift action on its turn.

An immediate action is a swift action taken out of turn. Each character can take normally one immediate action per round. An example of an Immediate action is ducking out of the way of a thermal detonator after you're already sliced a Gamorrean in half with a Lightsaber.

Move actions take more time and effort than swift actions but less than standard actions. A move action can be downgraded to a swift action if needed (granting a character two swift/immediate actions per turn). Each character can take normally one move action per turn.

Standard actions
take more time and effort than move actions. A standard action can be downgraded to a move or swift action (granting a character two move actions or swift actions per turn). Each character can take normally one standard action per turn. A standard action is the most common, examples of which are making a piloting roll to spin a starfighter, shooting an imperial guard with a blaster rifle or applying a healing patch.

Full-round actions are actions which take the entire round to complete, effectively consuming one standard, move, and swift action. They are involved actions which take up the character's entire focus. Examples include defusing a bomb, negociating with a kidnapper, slicing into a security system.


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PostSubject: Re: Dynamic RP: Game System   Fri Aug 13, 2010 9:43 pm

UNDERSTANDING YOUR CHARACTER

Although we'll go into far more detail in the Character Creation section it is good to know what makes up the mechanics of your character in D-RP. So far on these forums our characters have been 100% personality driven meaning we might consider Valik was strong but not how strong he was, for example. Or that Skrusir had a silver tongue for a Trandoshan but we didn't know exactly what his limits were.
D-RP is going to give us the ability to know these things - outside of the scope of TOR's own rules-system that is.

Here's a basic breakdown of a character:

CHARACTER INFO
:
Your name, species, class, birthplace, gender, physical description etc. All the information about your character that doesn't have or need some sort of rating is part of your character info. Note that your Chosen Species and Class can effect other parts of your character.

ABILITIES:
Also sometimes called 'Statistics', these are the core base of your character. Imagine that you had to break your character down into their composite parts, that would be their abilites. There are 6 abilites in all, three cover physical prowess and the other three cover mental factulties. The six abilities are:
Agility (AGL), Awareness (AWA), Dexterity (DEX), Intelligence (INT), Personality (PER) and Physique (PHY). More on these in the Character Creation section.

COMBAT & DEFENSE:
Combat is pretty simple in the game. Essentially, trying to hit an opponent is just like any other d20 roll. The Storyteller gives a TN that your character needs to be in order to harm the enemy. Your character rolls a d20 and adds the appropriate skill (for example 'Pisto'l)+the Ability tied to that skill (for example 'DEX') and any other special modifiers. If, once all those are added up it is higher than the TN, your character hits.
Should they hit, they roll a second set of dice to see how much damage they do (there are many different dice for damage, d4, d6, d8, d10, d12 and d20).
Lastly the enemy removes any damage due to certain skills, special abilities, modifiers and armour.

Summary:
TO HIT: d20+[Skill]+[Ability] vs TN
DAMAGE: If successful roll damage
SOAK: Opponent removes damage via modifiers, armour etc

SKILLS:
Covering what your character knows from tradeskills to flying a startfighter or gunslinging with a Blaster Pistol, 'Skills' allow players to flesh out their characters with areas of expertise and give them the opportunity to strive for better. Many skills can be used untrained but being trained in a skill offers a bonus and improved chance at succeeding at tasks in that field.

FEATS:
Feats are like your character's 'knacks', things they've always known how to do which is commonly outside the norm. If skills represent the taught and learned techniques a character knows then Feats are the intuitive, "born-with" innate ones.

HEALTH:
Your character has a number of 'hit points' (HP), a common concept in many games. The amount of HP they have depends on a few factors (species, chosen class, feats etc). They can operate with no penalties until their HP reach 0 at which point they become wounded and are less able to fight or defend themselves. If their HP is on 0 and they take further damage they might fall unconcious and this could lead to further injury or removal from the game session.

THE FORCE:
It wouldn't be Star Wars without the Force and D-RP is no exception. Full rules exist for different Force powers and abilities as well as training in the use of Lightsaber forms. Although only the Jedi Consular, Jedi Knight, Sith Inquisitor and Sith Warrior can use Force powers, anyone (except droids) can be 'sensitive to the force' and inso doing can subconsciously 'tap into' it with interesting results.

OUTIFTTING:
Its a materialistic thing to say but we all like our 'stuff', even Jedi. A character has their own equipment, whether its a suit of Mandalorian Neo-Crusader Amrour, a Blaster Carbine, Thermal Detonator, Lightsaber or even a Starship. Its important to keep a track of your possessions, as well as the money you're racking up / losing.

LEVELS & EXPERIENCE

As you play D-RP you gain Experience ('XP' for short) as part of the game. Experience is a way of tracking how your character progresses and improves. You can gain experience in numerous ways:

* You gain 1 XP for every Game Session you attend
* You gain 1 XP for good roleplaying over a Game Session
* You gain 1 XP for defeating an opponent suprerior to you (usually the "boss" of a story or set of stories
* You gain 1 XP for a paticularly clever idea (in-character) that helps the plot forward.

XP is awarded by the Storyteller and each player is PM'd their XP at the end of a game session. The minimum XP you can gain per game session is 1.

Once you have accumilated enough XP you can gain a Level. Each player begins at Level 1.
With each new level comes new abilities and other alterations to your character. You also gain 1 point to spend on any of your Abilities with each new level you gain (more on what you gain per level in Character Creation)

There are 5 levels in total, and to reach each one you must accumilate the following XP:

* Level 1 = 0 XP
* Level 2 = 10 XP
* Level 3 = 25 XP
* Level 4 = 40 XP
* Level 5 = 65 XP


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PostSubject: Re: Dynamic RP: Game System   Sat Aug 14, 2010 10:51 pm

ADDITIONAL RULES

CRITICAL SUCCESS & CRITICAL FAILURE:

This special rule is designed in mind for when fate comes a' knocking. Sometimes, it doesn't matter how great you are or how innept, sometimes things just go spectacularly well or badly, regardless of ability or training.

A Critical Success happens when a player rolls the d20 dice roller and gets a 20. This is only when they roll a 20, not when their score adds up to 20. In other words if you rolled a 20 and had +2, that would count as a Critical Success. If you rolled an 18 and had +2 it would add up to 20 and would not be a Critical Success.
When you roll a Critical Success something spectacular happens. Either you fly your starfighter through a tiny gap in and asteroid field and all the persuing ships crash, or against all odds you save the life of someone who was bound to die on an operating table. In the case of combat, a Critical Success does double the maximum damage of the weapon (so if a Blaster does 3d6 (3 six sided dice) then the normal maximum damage would be 18 - 3x6 - but in the case of a 'Critical Success' that would become 36 damage).

A Critical Failure is the opposite, and happens when the d20 dice roller scores a 1. Again, this only happens if the 1 is rolled, not if modifiers reduce the roll to 1.
When you roll a Critical Failure something terribly bad happens. You mispronounce something at a banquet and call the Rodian Ambassador an inbred nerf lover, or while trying to defuse a bomb you accidently set it off. In the case of combat, a Critical Failure always misses, no matter how good the character is with that weapon.

ADVANTAGE & DISADVANTAGE


Your character can gain contextual bonuses and penalties on his skill checks, depending on roleplaying and environmental variables. When your character has the high ground, cover, concealment, when he/she surprises an enemy, etc, you can claim Advantage. If the GM accepts your claim your character gains a +3 bonus on the d20 roll. Conversely, if your character is in a bad situation to accomplish a task, the GM can claim Disadvantage for your character, applying a -3 penalty on the d20 roll.

INJURY & DEATH

A Character's health is tracked by Hit Points (HP) as described previously. Each character has a number of hit points equal to [The base HP of their Species] + [any HP from Class] + 2x PHY. This represents stamina and the ability to mitigate and endure minor and light wounds. As long as your character's HP remain at 1 or higher, he/she does not suffer ill effects and hit points are replenished in full after a 5 minutes rest. (out of combat or any stressful situation)

However, once a character reaches 0 hit points, he/she is wounded. A character can never have less than 0 hit points. Characters at 0 hit points have to make a Fortitude skill check vs. TN 20 or fall unconscious. If they fall unconscious, they are considered helpless and can theoretically be 'killed'. If they do not fall unconscious, they are heavily wounded instead, taking a -5 penalty on all checks. If they get hit again, they have to reroll their Fortitude check each time this happens, until they either survive the encounter or pass out.
If the character is wounded but maintains consciousness, they can regain their HP by the end of the day. If they are wounded and lost consciousness, the character is "out of action" for 1 day in the RP. If your character was heavily wounded and lost consciousness they are considered close to death and are "out of action" for 2 days.

Successful Medicine checks hasten the healing process. A character with Medicine as a Minor Skill can apply first aid, bringing an unconscious character back to consciousness with a TN15 Medicine check (full-round action) and the use of a medpack (used up after one go) or a medical kit. The character remains at 0 hit points and continues to take a -5 penalty on all checks, however.
A character with Medicine as an Average Skill can patch up a wounded character with a TN15 Medicine check (5 minutes) and the use of a medical kit. The character goes back up to 1HP and does not take any penalties to their rolls.
A character with Medicine as a Major Skill can reduce the natural recovery time when someone is wounded or heavily wounded considerably. A character who was knocked unconscious while wounded is only "out of action" until the end of the current combat, and a heavily wounded character who loses consciousness is only "out of action" for 1 day, not 2. The medic achieves this by using a surgical kit or kolto treatment.

OUT OF ACTION:

The term "out of action" means that the character is so badly injured that they can do nothing but recover until healed. Effectively this means they are 'removed from play' in the RP until healed, but those players who cannot play their characters for that duration are encouraged to either have a secondary character handy to play or the Storyteller may allocate them an NPC to play. 'Out of Action' rarely lasts more than 2 days.

PRONE:

Prone is a special condition a character can find themselves in, and it can prove deprimental. When a character is 'prone', they are knocked 'off-guard' - being that they are either knocked to the ground, a victim of a surprise attack or in some way have their ability to defend themselves limited. A character who is in a 'Prone' Status cannot use their Reflex Skill to dodge (though they can still use their base AGI Ability Score)

SHIELD RATING (SR):

Personal Shields and Starships / Vehicles have a 'Shield Rating' (or SR). If an object surrounded by a shield is struck, the damage has to total (in one turn, though people can use 'Aid Other' (see below) to combine attacks) equal or more than the shield to punch through it and damage the shielded individual/vehicle underneath. If the damage is more than the SR (in one turn) then the Shield shorts out and no longer protects its user. Any 'shorted out' shields come back online at the end of an encounter.

DAMAGE REDUCTION (DR):

Some paticularly well armoured vehicles and starships have a Damage Reduction (or DR) score which represents a combination of damage mitigation, powerful armour and other defenses which either reduce or deflect incoming damage. Anything with a DR rating ignores an amount of damage equal to their DR per hit. For example if they had DR10, they would ignore the first 10 points of any damage done to them every time they were hit.

MASSIVE DAMAGE

In D-RP if your character takes over 1/2 their total maximum HP in one strike there is a possibility they will go into shock and lose consciousness.

The see if this happens, roll:

A d20 and add your Fort Defense vs a TN of 20.

If you succeed your character is fine and suffers no further adverse effects.
If you fail your body goes into shock and your character loses consciousness for a number of rounds equal to 5 minus your PHY score. (or unless someone revives you with the Medicine Skill)

NOTE: Droids are immune to Massive Damage as they have no central nervous system and therefore cannot go into shock.

TYPES OF DAMAGE:

There are 8 types of damage in the game. By far the most common is 'Energy' (the type used by Blaster and Lightsabers) but many more exist. Take note that some armour / shield types cannot block certain types of attacks.
The different attack types:

  • Energy (Blasters, Lightsabers, explosives etc)
  • Piercing (Sharp points designed to penetrate specific areas on armour)
  • Slashing (Sharp/slicing attacks used in sweep like motions or shrapnel explosions)
  • Ion (specific energy type, used against mechanicals such as Droids)
  • Sonic (specific energy type, very hard to block)
  • Stun (concussive head trauma or willpower damage)
  • Bludgeoning (blunt attacks designed to crush and shatter)
  • Fire (heat, plamsa and fire-related attacks)
  • Special (a reserved damage type, for anything not covered above)


KNOCKDOWN:

Some attacks are so powerful that even if they are successfully blocked the sheer force of them can knock an opponent from their feet. Explosions, some Force Powers, paticularly powerful energy beams and massive objects being hurled can all cause Knockdown.
A victim of Knockdown is flung from their feet and for the rest of the round (until their next action) they count as 'Prone' (see above)
When an attack causes knockdown the person effected needs to make a Reflexes check (TN10 if the attack does up to 20 Damage, TN 20 if up to 40 Damage and TN30 if over 40 Damage). Success means they remain on their feet and suffer no ill effects. Failure results in Knockdown.

CONCEALMENT & COVER:

Concealment is when nothing physically blocks a blow or shot but where something intereferes with the attacker's accuracy. An attack that would probably hit might miss because the defender has concealment. A target might gain concealments from fog, smoke, poor lighting, tall grass, foliage or other effects that make it difficult to pin-point the defender's location.
If you attack a concealed target then you take a -2 penalty to your attack roll.

Ignoring Concealment: Concealment isn't always effective. For example a character with Infravision can still see people using darkness for concealment.

Total Concealment: Total Concealment occurs when you have no chance of detecting where the opponent is (you've just been struck blind or the defender is using cloaking technology). In this instance they character is just trying their luck and are much less likely to succeed in an attack. Striking against someone in Total Concealment inurs a penaly of -5 to your attack roll.

Cover Creatures and terrain features can provide cover against attacks. A creature in cover gets a +5 bonus to his Reflect Defense no matter how many areas of cover there are between opponents.

Cover & Stealth Checks: You can use cover to make a Stealth Check.

Improved Cover: In some cases cover may provide a greater bonus to Reflex Defensr, for instance a character peering around a corner or standing behind a low wall. In such cases the Storyteller might grant double the bonus, giving a +10 to Reflex Defense.

Total Cover: If you can't see any of your opponent, for example they are behind a high wall or in some other way completely obscured, you simply can't hit them, so don't even try......you'll just have to blow up their Total Cover...

FLANKING:

'flanking' is quite literally the ability to harry an opponent in combat by attacking from two (or more) flanks at once. In other words, you and an ally attack from two different sides, but strike at the same target.
Doing this grants both of you +2 To Hit Bonus.
Flanking can only be performed in melee combat, not ranged combat.

TAKING 10:

'Taking 10' is a term used mostly for storytelling purposes but essentially it means that if your character is not in any rush (not getting shot at, not being watched by someone, isn't on a deadline etc) they can deliberately take longer to attempt something, to ensure a better result.
Taking 10 simply adds +10 to the roll, but cannot be used in combat or under any stressful conditions. The Storyteller has final say as to whether you can 'take 10' or not. Note that certain Feats allow you to take 10 even under stressful conditions.

'AID OTHER':

Aiding Another increases the chances of an ally succeeding a skill - or many other check - at the expense of one's own direct action. If you chose to 'Aid Other', you lose your next action, but add your skill Rank to that of your ally - but not the Ability Score.
Example: Your character has Computers as a Minor Skill and an INT score of 2. Because it is a Minor skill, you get 3 Ranks in it. Computers is linked with INT, so you add the two together to get your score in Computers which is 5 (3+2).
"John's character" comes along to 'Aid' you and has Computers as a Major skill, having 9 Ranks in it. He has an INT score of two, but because "John'" is 'aiding' you his Ability Score cannot be used and becomes irrelivant.
With John's character helping you, you get a final score of 14 in Computers (9+3+2)
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