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 Roll To Dodge : Cooperative - READY FOR LIFTOFF 
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Post Roll To Dodge : Cooperative - READY FOR LIFTOFF
This is going to be a multiple DM RtD. Its currently in planning stages, but I'm setting up this thread to make communication easier between DM's and forum dwellers. Its going to be a very interesting experiment to see if it can be pulled off :)

The idea is that for each player on the RTD, there is a different DM.

Here's a example of what I mean "Caekdaemon playing as Bob Jones with Yoman987 as patron." That means that I would post my action, like usual, and Yoman would roll, but just for Bob.

Currently, Rag, Torrent, Yoman and Nighthawk plus myself are working on the concept. I'll update this post as we start nailing down mechanics. Until then, this thread will probably be used for discussion and planning.

The first thing we need to sort out is how many sides of dice are we going to use? I like the old 6, but I'm willing to move up if you guys want it.

Finalized Features
We are going to be using a D10 without overshoots or undershoots.
The setting is Fantasy Magitech. The GM's are called Tech Fairies, and the players are survivors of a destroyed town. The overall campaign goal is vengeance.
Health System: Ten Levels based on how hurt you are: [ Healthy / Scratched / Hurt / Badly Hurt / Wounded / Maimed / Quite Maimed / Mortally Wounded / Dying / Dead ]
Basic blood system implemented as a condition. (Example: Gaping Wound (Slashed shoulder, death by blood loss in 10 turns))
Basic armour system implemented as a condition. (Example: Steel Breastplate (+2 to Defence Roll))

To-Be-Finalized Features (Some discussion has taken place)
Inventory System: Maximum amount of item slots, no weights - holding an item takes it out of the inventory.
Combat System:

Skills/Abilities: Appropriate descriptives that give a modifier to Die Roll or situation.
Penalties/Conditions: Specific modifiers to certain actions.

Above all else, be reasonable in your rolls! Sticks don't kill anyone, Armour isn't bulletproof and no-one is invincible!
On the flip side, feel free to hurt/kill someone if it makes sense. Don't be mean - but don't be an Angel either.


DMs
Caek, Rag, Torrent, Yoman, Nighthawk, Flail, Kebbit

Current Players
Izen, Roast, Nicolasx, Arcalane, Psygnosis, Torrent

Undecided/Waiting


Last edited by caekdaemon on Fri Mar 30, 2012 3:03 pm, edited 6 times in total.



Thu Mar 15, 2012 5:30 pm
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Post Re: Roll To Dodge : Cooperative - Planning stage
D10 has worked pretty well for me. It gives a larger spread than D6, and makes Success and Failure more epic.
Anything larger than D20 is just excessive.


Thu Mar 15, 2012 6:29 pm
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Post Re: Roll To Dodge : Cooperative - Planning stage
D10 is cool, but I'd have to adjust to it. Wouldn't be all that bad, though.

If we're going D10, does that mean no Overshots? (In my personal opinion, Overshots are too ridiculous anyway.)


Thu Mar 15, 2012 9:07 pm
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Post Re: Roll To Dodge : Cooperative - Planning stage
I'd love to join, as a GM or player. A D10 or 12 sounds good, although I've always wanted to know how a game with a D4 would work out...


Thu Mar 15, 2012 9:14 pm
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Post Re: Roll To Dodge : Cooperative - Planning stage
Fail Flail wrote:
I'd love to join, as a GM or player. A D10 or 12 sounds good, although I've always wanted to know how a game with a D4 would work out...

Epic Fail, Fail, Success, Epic Success?

It would be difficult because there's no middle ground.


Thu Mar 15, 2012 9:37 pm
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Post Re: Roll To Dodge : Cooperative - Planning stage
I was think more of Fail, done, done, Win


Thu Mar 15, 2012 9:41 pm
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Post Re: Roll To Dodge : Cooperative - Planning stage
Fail Flail wrote:
I was think more of Fail, done, done, Win
Ah. So a 50% chance of getting the job done, but a 25% chance of failing or doing really well?

It may be annoying when people keep getting a "done" roll. Other than that, it sounds like an okay idea.


Thu Mar 15, 2012 9:52 pm
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Post Re: Roll To Dodge : Cooperative - Planning stage
I actually thought about a D11 before. 5 good outcomes, 5 bad and a single neutral outcome. Apparently though, no such thing exists :(

I have to say a D10 seems good though. Not too complex to think of the differences between 9 and 10, unlike with a D20 thinking of the exact same.


Thu Mar 15, 2012 9:59 pm
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Post Re: Roll To Dodge : Cooperative - Planning stage
D10 I've always used
1: Epic Fail
2-3: Fail
4-6: Partial Success/Regular Success
7-8: Good Success
9: Epic Win
10: Overshot

And I don't think we should use a D12 if it's just a D6 with two numbers for each outcome. Kinda defeats the purpose.


Thu Mar 15, 2012 10:37 pm
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Post Re: Roll To Dodge : Cooperative - Planning stage
TorrentHKU wrote:
D10 I've always used
1: Epic Fail
2-3: Fail
4-6: Partial Success/Regular Success
7-8: Good Success
9: Epic Win
10: Overshot

And I don't think we should use a D12 if it's just a D6 with two numbers for each outcome. Kinda defeats the purpose.

Only reason I use a D12 is because it lets players gain abilities which boost their rolls, without a single ability being ridiculously powerful immediately.


Thu Mar 15, 2012 10:53 pm
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Post Re: Roll To Dodge : Cooperative - Planning stage
I might want to join as a DM, assuming I can actually hold down a commitment to writing an RTD.

Which is unlikely, but it could happen.


Thu Mar 15, 2012 11:14 pm
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Post Re: Roll To Dodge : Cooperative - Planning stage
Once we choose a die we can get on with setting and storyline :grin:


Fri Mar 16, 2012 1:41 am
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Post Re: Roll To Dodge : Cooperative - Planning stage
caekdaemon wrote:
Once we choose a die we can get on with setting and storyline :grin:

Aight. I'm gonna try and be diplomatic - everyone vote. Your choices are:

D4
D6
D10
D12
D20

Majority vote wins. Oh, and Bold your vote.

I vote for D10.


Fri Mar 16, 2012 1:54 am
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Post Re: Roll To Dodge : Cooperative - Planning stage
D10


Fri Mar 16, 2012 2:09 am
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Post Re: Roll To Dodge : Cooperative - Planning stage
D10


Any ideas for settings?

I think we should try something no one has done on this forum before. Perhaps cyberspace?


Fri Mar 16, 2012 2:18 am
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