Optional 'easy/hard' for 'roll self'

Ideas we've discussed and decided not to implement.

Moderators: Maeve, Maeve

Post Reply
User avatar
BattleJenkins
Posts: 112
Joined: Fri May 08, 2015 5:00 pm

Mon Aug 03, 2015 11:35 pm

It'd be neat if one could optionally specify a difficulty modifier to a 'roll self' check if you feel like something you're attempting in game is particularly hard or easy! It could just be a simple -20 (for easy) or +20 (for hard) to your random die roll, making it easier or harder to roll below your stat and succeed.

The syntax could be something like:

'roll self dex hard'

And produce something like:

Galen succeeds his hard dexterity check!
Galen rolled a 31+20 against a 60 dexterity.

'roll self' is a nice tool to bring your stats to bear in RP and justify pulling off impressive feats (or as a way to showcase your ineptitude, which is just as fun), and being able to specify a difficulty would open up even more opportunities to do this!

Dice
Posts: 479
Joined: Wed Sep 21, 2011 6:15 pm

Tue Aug 04, 2015 9:13 am

I like this very much. The base difficulty on rolls is actually very low, and given the way that skill scales, it's hard to use rolls to differentiate between, say, a 36 and a 56 skill. Adding this extra difficulty level might be a nice trick to help with that.

User avatar
Inertia
Posts: 181
Joined: Sun Feb 17, 2013 9:24 pm

Tue Aug 04, 2015 11:39 am

My last game had a totally different dice/difficulty system that I actually really appreciated, as it allowed for a lot of player-run adventures and games. I think even a simple system for allowing different difficulties on TI:L would be great!

User avatar
Zeita
Posts: 324
Joined: Mon Jan 10, 2011 7:38 pm

Tue Aug 04, 2015 5:30 pm

Yes please, I think this would be useful.

User avatar
Kinaed
Posts: 1984
Joined: Wed Jan 05, 2011 8:54 pm
Discord Handle: ParaVox3#7579

Thu Aug 13, 2015 11:02 pm

Inertia, can you tell us how it worked on your previous game and why you liked it?

I'm okay with the idea, but I do wonder if we might be better off changing how we do this if better ideas exist.

Dice
Posts: 479
Joined: Wed Sep 21, 2011 6:15 pm

Fri Aug 14, 2015 10:14 am

I used to be a MUSHer, and MUSHes generally did everything through dice rolling systems. I think TI could benefit from having a small, concise set of dice-rolling rules and the ability to set different DCs, everything we needed to essentially play 'tabletop TI' when we either couldn't use the code or didn't want to.

But I suspect it would indeed have to be done differently than how we do it right now, given the powerfully diminishing returns above 36. Then again, we had an emote combat event just the other day and it went surprisingly well, so maybe I'm wrong!

Post Reply
  • Information
  • Who is online

    Users browsing this forum: No registered users and 8 guests