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(07-13-2025, 06:50 PM)Poruku Wrote: In my system, DL2 is mostly about giving up free escaping. You can spend your entire sl2 career in DL1 and only go to DL2 when you're ready for the character to be ended. If you like the idea of receiving injury, it can still happen at DL1 if you want to.
The alternative is to only allow execution when someone is captured as a result of DL3. The problem with that is that antagonists should be more willing to face death than normal characters, and most people don't want to risk death to stop an antag
...?
Then that's completely at odds with the consequences given as the overview for the danger level, and you've completely lost me.
Keep character death to 'character death' danger levels.
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Sure, I'm fine with that. To be honest I did that because I thought people would complain that we can't execute antags without risking death
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Not that this is meant as a particular criticism of any one system or the other, but I'll note that in the super magical and high-tech setting of SL2, limb loss isn't actually that much of a hindrance. I've been around the block enough times to see a hundred prosthetic or magical limbs be grafted onto injuries like that, just as good as the real thing. It may or may not be lore accurate, but it's true. And for my money, with the existence of engineers, mechanations and now karakuri limbs, it at least strikes me as perfectly plausible in-setting that such a medical field would be well explored.
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10 hours ago
(This post was last modified: 10 hours ago by Neus.)
I imagine this is going to get a lot of varied answers, and I've drafted a few different ideas myself, but how complex/expansive are people hoping for a RP heavy dice-influenced alternative to be, and how do you view such a system playing out in practice? As an example, if you were going to try and RP/dice a battle instead of PvP, who is rolling for what, when do they roll for it, and how many times does this happen before the "result" is determined?
You don't need to prototype a whole dice system for this; I'm speaking very generally so I have an idea of what people think the 'flow' should look like.
Obviously, I have more thoughts on this topic than just that and I am working on adjusting the conflict rules. As I've said in the Discord, it will probably be an iterative process, with some things that are easier to marker or clarify coming first (ideally before the end of the grace period in a few days).
I'll discuss some other changes here and/or in the Discord when I have them to get some feedback prior to codifying them.
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5 hours ago
(This post was last modified: 4 hours ago by AkaInuHime.)
My thoughts on a rp dice system would be having broad categories like Athletics, Perception, Subterfuge, Knowledge, Magic, and Luck, but then you could take "specialties" within them that players can freely name. You have a pool of points to assign among them, perhaps with some sort of cap, perhaps with specialties costing half or a third of a proper point for each +1.
As far as when to determine the end of a conflict, or making it so any one person can't draw the spotlight too entirely during events, perhaps there could be some sort of fatigue system. The target number you try to roll to meet to succeed starts small but keeps going up by 1 each roll, but resets with a button you can use (with a chat message) when people agree that it's a new scene. (Time based resetting might encourage stalling rp.)
In events, just succeeding is all you need, while in PvP with opposed rolling, perhaps rather than comparing raw numbers most of the time, only successes and fails matter. Each roll risking an injury or other negative would add a natural, increasing danger, since at the start, opposed rolls would end in a bunch of double success "clashes", but once people start failing more often and getting hit and hurt back and forth it'll encourage breaking things off.
Ideally numbers and dice would be small so each point feels more impactful. Perhaps 2d6 so there's a bit of a curve to rolling, so you're very likely to succeed even at stuff you're not the best at when your fatigue is low, but there's a "hump" where stuff gets desperate.
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Personally If we're going with a Roleplay Dice System, I feel that we would get a lot of traction by having it tied to our Stats/Attributes.
So you are "Rolling Strength" or "Rolling Celerity", this creates a very intuitive system where each player knows exactly their character's strengths and weaknesses. Likewise this system will further tie Stats/Attributes to your character and encourage a physically strong character to actually have Strength, despite their "Build" not requiring it.
Downsides of such a system, of course would be having to "build" your character for either Combat or Dice, which shouldnt be understated.
Munch
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Here is a draft of a system for that I made a while back:
https://docs.google.com/document/d/1RFEo...p=drivesdk
If we used stats, people would simply build for rp combat. Stat rolls should be used for events instead
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I made a suggestion a while ago. and while I do not need it EXACTLY like that?
I would very much like it when Stats/Talents maybe even classes had an impact on certain things. And maybe even old school SL1 overworld skills that go along with it but in a more updated and refined way. Honestly, always loved that part of SL1.
I do not mind dice systems aslong as they are well done. Currently we use whats basicallya coinflip. Is it fair and balanced? yes. But its also boring and unimmersive when the top tier legendary assassin rolls a 17 and then gets beat by the heavy armor dude, that had never sneaked up on anything and with heavy astmah rolled an 18.
God do I hate our dice "system".