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[Suggestion] RP guidelines

superh2o · 1035

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Offline superh2oTopic starter

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on: June 27, 2017, 10:55:48 am
Hello

Today i wanna suggest use of /dice to put value behind actions in rp.

I do think good things about this suggestion are:

Makes forcing RP much harder.

With round robin system in use, once a player A makes a action he uses dices, in response to player A dice roll player B rolls the dice, the higher number wins, if they both roll the same number, there is round 2 rolls.
Player who wins, makes the full exponentiation of the action, like if he did throw a rock at a player, now that he won the action he names the zone he hit, but if he failed to win the dice roll, player B makes the call on what did player A hit with the rock, or if he did even hit anything.

*There is a possibility of ranking rolls so the number scales with impact of the actions, if you win the dice roll with number lower then 3, you action is weak and wont do any real damage, but 4 has a impact and you can even wound your opponent so his dice rolls all get -1, with 4 you get a choice of making a wound or a RP damage that must be healed or it will make a wound, with 5 you get a wound plus a choice of major damage, with roll of 6 you instant wound, and get a option of immobilizing player b making him lose his next roll. But this is still a idea in concept and is not a part of my suggestion today.*

There are actions that don't require a dice to be rolled, such as cuffing a player who gave up/ gagging and immobilizing  a player who is disabled by some other effect *drugged/drunk/fainted/knocked down*

Players who are disabled by some effects can lose the turn to make a action and can only react to next action/dice roll.

Players can be wounded to get a -1 value to all dice rolls, but players can heal up and get there value to normal.

Players who enter RP 1st must agree on use of /dice, after that they must describe how and with what they are entering RP, pulling weapons/ tools/ gadgets if they are not described in initial introduction request a /dice roll unless you are handed a weapon from a player who did enter the RP with that weapon/tool/gadget, resulting in player who gave them the weapon/ tool /gadget to lose the same.

If player decides to say he has 5 weapons/gadgets on him he must pick one that he is able to put into use without need to take out that weapon/gadget, taking out any other gadget/weapon will result in /dice roll and if he wins that dice roll, he must make the action and use /dice again to put the item into rp.

So use of any other item while you are using another *use of fists/bare hands still counts* you must /dice and
 if you win the roll disregard the item you had used before the /dice.

Now onto infliction of wounds, if you win a action that would result in a wound in real life, you can say in /em this attack will make a wound if successful.

Clean kills, this system allows to player to kill one another without the actual server kill, meaning police wont be alarmed. That is of course if all partied agree to those terms, like wise if the RP dose result in a server registered kill *auto suspection* it should be possible for the killer to get a cs *still need to consult Server HQ and LCPD/FBI on this*

If one player enters the RP as a civilian *or any other job* and dies, he should not be able to come back into RP as a fireman/medic/police officer or any other job/civilian for that fact.

Players who are unsuspected don't necessarily need to leave RP just by evading, they must leave the vehicle / zone from that they escaped, also that's if agreed upon.

Players can use dice to activate items that were pre placed in zones such as C4 for example. But again they must win the /dice roll. Also other parties in RP must be informed that there is some sort of item in that zone. *no cheese starts possible sorry XD*

Discus/Comment but be precise and try to explain why and how you like/dislike.

Cheers! :)

P.S im sorry its all tossed with no order.


Better to be a warriors in a garden than, gardeners in a war


Offline James Conway

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Reply #1 on: June 27, 2017, 12:27:45 pm
Sounds good if you want to leave some choices up to chance.

Code: [Select]
/me starts defusing a bomb
/dice (you roll a high number, other guy dices a low number)
/me succesfully defuses the bomb

Code: [Select]
/me starts defusing a bomb
/dice (you roll a low number, other guy dices a high number)
/me failes to defuse the bomb (maybe even blows up the bomb)



Offline Vitorrio

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Reply #2 on: June 27, 2017, 02:01:21 pm
Yeah, I really do think a nice game of /dice will be a good idea for crossroads (when you have to see if your action will succeed or not) during a roleplay.

Just keep digging for your true purpose in life! That is, of course, what you deeply want and have dreamed of your entire life! Just, don't waste it on becoming a replica of someone... We are really UNIQUE how we are.


Offline Commander_Cj

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Reply #3 on: August 01, 2017, 11:14:12 am
Like !We did already :3

Quote from: Alexander Knox
"Ineptitude is the true killer."


 


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