Post by wish on Jun 1, 2021 7:55:28 GMT -6
TA DICE SYSTEM
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DICE SYSTEM RULES
1. The dice system on TA is optional. All players should agree to the use of the system.
2. Members must collaborate when the results of the dice rolls will affect other characters in the thread. Communicate with the members in your battle threads at all times! Collaboration covers:
2. Members must collaborate when the results of the dice rolls will affect other characters in the thread. Communicate with the members in your battle threads at all times! Collaboration covers:
Inflicting injuries/scars: Refer to the Injury Ranges in the Battle Tab for suggested injuries and to confirm injuries with the player before posting.3. Rolls may only be done once. You cannot post multiple dice rolls or post and delete the roll until you receive a roll you are happy with. You get one chance per round unless you redeem a reroll prize earned during a site event
Using effective moves: If you roll high enough, discuss what kind of move your cat can make against the other.
Failing attacks: If you fail your attack roll, there are a variety of ways you explore this, such as:a. Your opponent dodges the attack.
b. Your character misjudges their attack and misses.
c. Your character is distracted by the environment or surrounding characters.
d. Your character decides not to attack and insult from afar.
e. Embrace the failure and make it big.
a. Reroll prizes may be redeem by submitting a request in the #maintenance-channel on the discord before posting a new roll.4. Members should display good sportsmanship while using the dice system. The dice system is random, and therefore members use it at their own risk. It is not guaranteed that your character will roll well, nor is it guaranteed they will roll poorly. Accept the rolls and be gracious and respectful to your opponents even if they roll better than you.
a. If you feel that a member is demonstrating poor sportsmanship, please report them via the official Complaint form.5. All battles, including but not limited to site battles, apprentice training, border skirmishes, and sparring, must fill out and paste the following battle form at the top of their thread. Everything in the form must be agreed upon before the thread starts, so communicate with your thread partners:
b. Members who show poor sportsmanship in site battles will lose the privilege to participate in future site battles
[b]Characters / Members:[/b] List characters and members involved in battle
[b]Dice?:[/b] Yes/No
[b]Modifications:[/b] Include any modifications here, such as use of stats, weather, injuries, or personal modifier choices, etc.
[b]Requirements:[/b] Any requirements or rules decided for this battle between participants (such as "Battle lost when a cat reaches X-HP. Or if you have decided to use different ranges for scaring or injuries.
6. The following attack form is required for each post in a battle thread where dice are used for an attack.
7. Anyone who suspects intentional misuse of the dice system should report it to staff via the Official Complaint Form
[b]Attack move:[/b] Write the desired attack here. Members can write the move before or after the rolls have been determined. It does not matter.
[b]Attack Roll:[/b] [*roll=1d20+/-modifier]
[b]Damage Roll:[/b] [*roll=1d12+/-modifier]
[b]Character HP:[/b] character HP
7. Anyone who suspects intentional misuse of the dice system should report it to staff via the Official Complaint Form
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HOW TO ROLL
Action rolls, such as a hunting or tree-climbing attempt, and attack rolls in battle will be based on a 20-sided die (or d20) for action.
1. Successful actions are determined by rolling an 11+ for normal actions or a 6+ for battle
2. Your roll may be modified based on your character’s age and health or additional modifiers.
3. Rolling a 1 or 20 before adding modifiers (nat 20 or nat 1) results in a critical failure or success.
4. Damage is rolled with a 12-sided die (d12) with a successful attack roll.
ROLLING ON THE FORUM
Create a new post noting the action and include the dice roll code. Once posted you will see the result of the roll, and you can then edit the post to compose the reply based on the dice roll you received. Dice rolls cannot be previewed. Your dice roll will stay the same, even if you edit your post.
Note: When you edit your post and add more dice, all new dice rolls must be added to the bottom of the post to ensure the values of the dice do not change.To roll on the forum use the following code. Change the dice to either 1d20 for action rolls or 1d12 for damage rolls, add any modifiers, and remove the *:
[*roll=1d20+/-modifer]
For example:
[*roll=1d20+1]
This will result in:
9qYYq2Qu1d20+1
ROLLING ON THE DISCORD
Members may also perform the rolls on the discord in the #bot-experiments channel.
The discord has the Dice Maiden Bot, which is simple to use. Simply type the command blow, using 1d20 for actions or 1d12 for damage. You can also add any modifiers you character has to the end of the command, and then hit enter.
/roll 1d20+/-modifier
When rolling on the discord you must note what action and thread it is being used for.
[/PTab][PTab=Actions]
USING ACTION CHECKS
Members can use the dice systems on the site or discord to check the success or failure of an action. For example, if you want to see if your character climbs a tree successfully, flirts successfully, or hunts successfully, you can roll a dice to check the action and confirm its success or failure.
Rolls 11 or higher result in a success for the action check. Rolls resulting in a 10 or below result in a failure for the action check.
CRIT SUCCESS AND FAILURES
Rolling a 20
If you roll a nat 20, this is a critical success. You must roll again to confirm the success.
a. If you roll an 11 or higher with modifiers you confirm the crit. You may add an extra flourish to your action!Rolling a 1
b. If you roll a 10 or lower with modifiers, you fail the crit. You still succeed in your action but there is no extra flourish.
If you roll a nat 1, this is a critical failure. You must roll again to confirm the failure.
a. If you roll a 10 or below with modifiers you confirm the crit. Your character fails and injures themself.To confirm the crit on the site, edit the post and at the very bottom add another code to roll a second die, marking it "Confirming Crit".i. Crit damage is rolled with a 1d6. Use the Injury Range in the Battle Tab to discern what kind of injury your character receives.b. If you roll an 11 or higher with modifiers you fail the crit. Your character still fails the action, but they do not injure themselves.
ii. If your character has defense stats these are not applied to critical damage.
c. If the character's original attack/accuracy role would have been a success when modifiers are added (11+ for non-battle actions, 6+ for battle actions), then the character may continue with their action.
To confirm the crit on the discord, simply submit another message with the code, marking it "Confirming Crit".
HUNTING ROLLS
Members who wish to use the dice system for hunting will roll using the action check system. The result of the roll can be compared to the following chart to determine the results of the hunt.
Result | Range |
Miss, character injures self | Nat 1 |
Character misses, no injury | 2-4 |
Catches prey, sloppy kill | 5-10 |
Catches prey, normal kill | 11-16 |
Catches prey, expert kill | 17-19 |
Catches prey, legendary kill | 20+ |
[/PTab] [PTab=Battle]
THE BASICS
The battle system has three different components to ensure a fair battle between two cats:
- Attack roll
- Damage roll
- Health Points (HP) bar
The attack roll is for one move. This is based on a 20-sided die (or D20) and includes critical successes/failure.
Checks in battles have a different success/failure rate than normal action checks. This is to ensure that attacks are more likely to be successful so that the battle moves more quickly.
- If in battle and you roll a 5 or lower, your attack fails.
- If in battle and you roll a 6 or above, your attack succeeds.
The damage roll will determine the strength of the attack and the amount of HP the other cat will lose from the hit. This is based on a 12-sided die (or D12).
The health points (HP) will determine the overall length of the battle is determined by age.
With this system, an average battle between two evenly matched cats is around 10-15 posts in length. A battle between two unevenly matched cats is closer to 6-10 posts in length.
CRIT SUCCESS AND FAILURE
The attack roll in the battle system can be affected by criticals and will need to be confirmed in battle.
Rolling a 20
If you roll a 20 before adding modifiers, this is a critical success. You must roll again to confirm the success.
a. If you roll an 11 or higher with modifiers you confirm the crit. You can now roll crit damage against your opponent.Rolling a 1i. Crit damage is determined by adding a 1d6 damage roll to the regular 1d12+modifiers damage roll.b. If you roll a 10 or lower with modifiers, you fail the crit. You still succeed your action but there is no extra damage.
ii. Modifiers are not added to the Crit damage roll.
For example, a cat succeeds their crit success roll. They roll a d12+5 for their normal damage and get 11 damage. Then they roll a d6 and receive a 3. Their new damage roll will be 14 (11+3), and the opponent will have to -14 from their HP.
If you roll a 1 before adding modifiers, this is a critical failure. You must roll again to confirm the failure.
a. If you roll a 10 or below with modifiers, you confirm the critical failure. You now roll crit damage against yourself.To confirm the crit on the site, edit the post and at the very bottom add another code to roll a second die, marking it "Confirming Crit".i. You must roll a 1d6 without modifiers to determine the amount of damage your character receives.b. If you roll an 11 or higher with modifiers you fail the critical failure check. Your character still fails the action but they do not injure themselves.
ii. Use the Injury Range below to discern what kind of injury your character receives.
iii. If your character has defense stats these are not applied to critical damage.
c. If the character's original attack/accuracy role would have been a success when modifiers are added (11+ for non-battle actions, 6+ for battle actions), then the character may continue with their action.
HEALTH POINTS
HP determines the overall length of the battle thread. We recommend that cats consider a retreat once their HP has reached below 1/2 of their overall HP. For example, a warrior with 60 HP should consider a retreat at 30 HP.
When a cat is below 1/2 of their HP in battle, the in-character post should reflect this (exhaustion, noticeable wounds, sluggishness, etc.) That said -- a character does not have to retreat if it does not reflect their characterization. A determined or hot-headed character may choose to continue the battle despite their odds.
When a character reaches 0 HP in battle, this does not mean the character dies (unless the member wants them to die). Characters can either blackout from the attack or admit their defeat and lose the battle. This depends on the context and characterization.
Make sure to communicate with the other member to ensure an agreed upon battle conclusion.
See the table below for the HP value you should use in combat:
Status | HP |
Under 6 moons (kits) | 20 |
6 - 12 moons (apprentices) | 40 |
13 - 143 moons (warriors) | 60 |
144+ moons (elders) | 50 |
Hit Points are tracked and deducted by each player for their own cat. Your opponent does not track your HP. You do.
DAMAGE POINTS
The ranges listed below are merely a guide created to help members interpret dice rolls. Members are still allowed creative freedom with the roll and can create their own damage ranges if everyone in the thread agrees.
Damaged is rolled with one d12 dice. Crit damage is rolled with a d6 dice.
Result | Range |
Minor Damage (scratches, bites, kicks or shoves, no bleeding) | 1-7 |
Moderate Damage (scratches, bites, kicks or shoves, light bleeding) | 8-14 |
Major Damage (scratches, bites, wounds to leave a scar) | 15-19 |
Extreme Damage (broken bones, loss of limbs/body parts (i.e. eyes, ears), or major scarring wounds, -2 to next attack/damage roll) | 20+ |
[/PTab] [PTab=Modifiers]
UNIVERSAL MODIFIERS
Modifiers are universal, and are applied to any dice roll. Modifiers stack, meaning if your character has earned expanded modifiers they are added to any universal modifiers that also affect your character.
*Expanded modifiers are tracked separately on your character's bio.
Age Modifiers
The age of characters earns them a universal modifier. Older characters, having more experience, have a higher age modifier. Kits and elders have lower age modifiers due to their extreme ages.
Status | Modifier |
Under 6 moons (kits) | -3 |
Over 100 moons (elder) | -2 |
6 - 9 moons (young apprentices) | -1 |
10 - 12 moons (apprentices) | 0 |
13 - 24 moons (young warriors) | +1 |
25 - 49 moons (warriors) | +2 |
50 - 99 moons (senior warriors) | +3 |
*Apprentices and tribe-member trainees (to-bes & fledglings) only receive their +1 age modifier after they've completed an accepted ceremony request. If the apprentice does not become a warrior by 13 moons, they will remain at 0 until their ceremony request is accepted. Tribe trainees are similar and will no also remain at 0 until both parts of their training is finished. More information is available in the Ceremony Request Rules.
Health Modifiers
Members can choose to give their cats with disabilities, chronic illnesses, or injuries permanent or long-term health modifiers. These modifiers affect every action or attack roll on the forum until the cat adjusts to their disability through training or they heal from their ailment. Depending on their condition, we recommend using a -1 or -2 based on severity.
Hunting Modifiers
Hunting modifiers only affect the hunting action roll. This modifier is determined by the season.
Health Modifiers
Members can choose to give their cats with disabilities, chronic illnesses, or injuries permanent or long-term health modifiers. These modifiers affect every action or attack roll on the forum until the cat adjusts to their disability through training or they heal from their ailment. Depending on their condition, we recommend using a -1 or -2 based on severity.
Hunting Modifiers
Hunting modifiers only affect the hunting action roll. This modifier is determined by the season.
Status | Modifier |
New-Leaf | 0 |
Green-Leaf | +2 |
Leaf-Fall | -1 |
Leaf-Bare | -3 |
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