Post by Staff on Apr 12, 2024 20:31:00 GMT -5
Dice System
And
RULES
And
RULES
[PTabbedContent]
[PTab=Dice Rules]
DICE SYSTEM RULES
1. Our dice system for the most part is optional. However, for official site battles and certain evets using the dice may be stated as mandatory. Overall, using the dice is meant to be fun and add splashing elements of risk, reward, and uncertainty to roleplay.
2. Members are expected to communicate with each other in situations where dice are in play to ensure consent is maintained during roleplay and that powerplaying does not occur in combat.
3. Good sportsmanship should be exercised by all members when dice are agreed to be used. Getting both bad rolls and good rolls is apart of the risk/reward.
4. Dice may be only rolled once per turn. Attempting to delete and repost rolls in order to obtain better outcomes is cheating and will automatically warrant an official warning from staff.
5. Members must post their rolls in order to see the results. Once the results are seen and interpreted, members are to use the edit post function to place their in-character reply into the same post with the dice rolls without deleting the rolls.
6. Health is more properly explain in the combat tab but when a character's health reaches 0 they cannot fight any further.
- Characters are given the option to retreat or they may opt to faint from exhaustion or injury narratively. Characters do not die when their health hits 0 unless the character is pre-plotted to die in combat by the owner of the character.
- If a leader loses a life during combat they may return to either full heath upon reviving or a lower amount of health if desired narratively.
7. For combat, the following form is required to be posted before writing about a character attacking in threads where dice are being used.[b]Attack Action:[/b] Write the desired attack being preformed in roleplay here
[b]Accuracy Roll:[/b] [*roll=1d20+/-modifiers]
[b]Damage Roll:[/b] [*roll=1d12+/-modifiers]
[b]Character HP:[/b] Character HP
IMPORTANT NOTES:
- You must fill in any modifiers your character has for age or earned stats that apply for the type of roll you are doing such as accuracy, damage, foraging.
Examples:
[*roll=1d20+2] - If you had a character with +2 for age but no extra earned stats.
[*roll=1d20+4] - If you had a character with +2 for age and +2 extra points of accuracy they would roll with a total of +4 for any type of dice roll that uses accuracy modifiers.
- When you are ready to roll remove the asterisks symbols (*) from the code before posting!
8. Any misuse or abuse of the dice system should be reported to staff by either reporting the post or directly messaging a staff member on site or discord.
ABOUT MODIFIERS
1. Modifiers are simple integers added or subtracted from your dice roll that must be applied within the command to roll.AGE MODIFIERS
2. As your character ages and earns more experience they become more likely to succeed in their endeavors. To account for this, we have modifiers automatically for a character’s age and modifiers that can be earned by redeeming threads for extra stats in certain categories.3. Members can also choose to give their characters with injuries, disabilities, or illnesses negative modifiers in addition to any other age + earned stat modifiers to reflect their condition. This can usually be expressed as a -1 for a minor hindrance or -2 for characters experiencing a major hindrance.
- Information on how to redeem extra stats can be found here.
1. Modifiers are simple integers added or subtracted from your dice roll that must be applied within the command to roll.
2. As your character ages and earns more experience they become more likely to succeed in their endeavors. To account for this, we have modifiers automatically for a character’s age and modifiers that can be earned by redeeming threads for extra stats in certain categories.
Age Modifier Kits: 1 - 5 Moons -2 Young Apprentices: 6 - 9 Moons -1 Apprentices: 10 - 12 Moons 0 Young Warriors: 13 - 24 moons +1 Warriors: 25 - 49 moons +2 Senior Warriors: 50 - 120 moons +3 Elders: 121+ moons +2
[PTab=Hunting]
ABOUT HUNTING ROLLS
1. For hunting you will roll one 20-sided dice to determine whether your character is successful in their catch or unsuccessful.
- When rolling for hunting use age + earned accuracy stats + season.
Hunting Roll Form:[b]Hunting Roll:[/b] [*roll=1d20+/-modifiers]
2. Hunting roll totals of 6 or higher will succeed in catching prey. Hunting roll totals of 5 or below will result in the character failing to catch any prey.
3. If successful The type of prey caught is totally up to the roleplayer, just make sure it makes sense for the island and feel free to reference ShoalClan's Animal Index and EmberClan's Animal Index for inspiration.
4. If unsuccessful the roleplayer can have their character spot prey but fail to capture it or they can choose to have their character not spot any prey.
Season Modifier Dry +1 Wet -1
Example Hunting Rolling:
- A warrior hunting in wet season who is 25 moons old and has no earned extra accuracy stats.
- This character's roll would have a +2 for age but -1 due to season, so they would roll with +1 in total for their hunting roll.
[b]Hunting Roll:[/b] [*roll=1d20+1]
(remove the asterisk in the code to preform the roll)
Hunting Roll: wtYRO7MF1d20+1
Narrative Result: This character succeeds at catching prey although perhaps the kill was a little sloppy since the roll was on the low end. But the roleplayer can take creative liberty with ultimately how they choose to write out their successful catch!
[PTab=Combat]
ABOUT COMBAT ROLLS
1. For combat you will roll one 20-sided dice for accuracy and one 12-sided dice for damage.DAMAGE INTERPRETATION
Combat Roll Form:[b]Attack Action:[/b] Write the desired attack being preformed in roleplay here
[b]Accuracy Roll:[/b] [*roll=1d20+/-modifiers]
[b]Damage Roll:[/b] [*roll=1d12+/-modifiers]
[b]Character HP:[/b] Character HP
Combat Roll Form Breakdown:
Attack Action: The matter in which your cat is attempting to damage their opponent or adversary, this is up to you. These can also be referred to as battle techniques or battle moves. Examples: Belly Rake, Forepaw Slash, Leap-and-Hold, etc. Inspiration for fighting technique options can be found here.
Accuracy Roll: This is a 20-sided dice roll that determines whether a move is successful or not. For this roll age modifiers and any earned accuracy stats apply.
- If the total after all modifiers are accounted for is 5 or lower, the attack is unsuccessful and will not do damage.
- If the total after all modifiers are accounted for is 6 or higher, the attack is successful and will do damage based on the damage roll.
Damage Roll: If an accuracy roll determines a successful attack your character will get to land damage on the opponent. A 12-sided dice roll is used to roll for damage. This is the amount of health points (HP) that the opponent will lose from the attack. For this roll age modifiers and any earned strength stats apply.
Character HP: Your character’s health points or commonly referred to as ‘HP’ reflects a cat’s overall stamina in a fight or battle. A character can choose to retreat at any point or not retreat at all from a fight. HP values should be updated for every new post during combat as damage is taken. Characters can earn additional HP through earned vitality stats.
- Upon reaching below ½ HP posts should begin to reflect exhaustion at least in some way.
- Upon reaching 0 HP a character can no longer fight and may choose to either blackout or retreat from the loss fight. A character does not die upon running out of health points during a battle unless the member would like them to die.
Special Cases in Combat:
Age HP Kits: 1 - 5 Moons 20/20 Apprentices: 6 - 12 Moons 40/40 Warriors: 13 - 120 Moons 60/60 Elders: 145+ moons 40/40
1. For the accuracy roll, if a character rolls a natural 20 before looking at the total after modifiers the character rolls a critical attack. When this occurs a character's attack will deal an extra 6 damage on top of damage already rolled.
1. Members are highly encouraged to discuss, communicate, plot, and agree about the severity of damage taken and dealt to characters in combat.
2. Characters can narratively earn scars through combat and members can discuss locations as to where they want their character to receive a scar when high damage is rolled.
3. If you roll considerably high damage that has potential to scar in combat during situations where claws are unsheathed it is common courtesy to reach out to the other roleplayer before writing your post to discuss if they wish for their character to receive a scar.Cuz scars are cool.
4. Below is our suggested ranges for damage interpretation:
Suggested Severity Damage Range Minor Damage: Little to no bleeding, some bruising may occur, no scarring. 1 - 7 Moderate Damage: Noticeable light bleeding or bruising, usually won't scar. 8 - 14 Major Damage: Noticeable and steady bleeding from wounds that may scar or lead to heavy bruising. 15 - 19 Debilitating Damage: Shock inducing amounts of bleeding, deep wounds that will scar, possible loss of an ear or eye. 20 +
Example Combat Rolling:
- Combat turn for a warrior who is 25 moons old and has no earned extra accuracy or strength stats.
This character's roll would have a +2 for age for both their accuracy roll and damage roll.[b]Attack Action:[/b] Write the desired attack being preformed in roleplay here
[b]Accuracy Roll:[/b] [*roll=1d20+2]
[b]Damage Roll:[/b] [*roll=1d12+2]
[b]Character HP:[/b] 60/60
Attack Action: Pounce
Accuracy Roll: 1d20+2
Damage Roll: 1d12+2
Character HP: 60/60
Narrative Result: This character landed a hit and got a lot of damage done with their attack!
[/PTab]
[PTab=Foraging]
ABOUT FORAGING ROLLS
1. For foraging you will roll one 20-sided dice as a skill check to decide if your character finds things to collect such herbs while out on a patrol.
- Foraging rolls may also be used in different ways or special cases relevant to site events.
2. Foraging rolls use age modifiers, season modifiers, and any earned foraging stats.
Season Modifier Dry +1 Wet -1
3. When rolling to collect herbs the following table can be used to reflect the quality of herbs found if any:
Quality Range None: Your search leads to nothing. Hmmm…maybe it’s worth checking another area? 0 - 6 Low Quality: You found some herbs! Oh….upon closer inspection you notice that the leaves are wilted and faded. It doesn’t look like it will be very useful. Oh well! At least, they’ll get the job done. 7 - 11 Mid Quality: You found some herbs! They don’t look to be in the best of shape and probably won’t be the most effective, but they are still usable. 12 - 16 High Quality: You found some herbs! Congratulations! These herbs are in fantastic condition and will be very effective. 17 +
1d20+1·1d20+1·1d20+2·1d12+2