Dicerolls

Overview

There are many potential situations where a player will need to add an element of chance to their roleplaying or where the skills of an individual need to influence actions in a way that the player might not be able to mimic through roleplay.

Let me try and explain this further.

If player a wishes to intimidate player b there will be a number factors involved that can not easily be described in a text game - the intimidating characters stance, his tone of voice, his expression, his general aura of menace. Not only will their be factors that cannot be described through text but player b will have natural defenses to such an action provided by his own attributes and skills and he/she may not wish to let player a know what those attributes and skills actually are!

To try and provide a resolution to these varied scenarios we have decided to add a few coded systems that will provide unbiased determinations of success or failure. Such systems are designed to be as generic as possible so that the same @check that you can use for one command can be used for another.

Unopposed Rolls

An unopposed roll is any dice check where the chance of success or failure is based only upon the rolling characters skills and attributes. If you wanted to do a roll to determine how well you played a tune upon a lute or how far you managed to run down a racetrack in a certain time limit that would be classed as unopposed tasks. You can use the @check command to determine success in any unopposed checks.
The @check command is:
@check <attribute or skill> + <attribute2 or skill2> with <negative or positive skill modifier>

So if I wanted to determine how many trees I can clear in an hour - say if there is a fire and we need to generate an effective firebreak. The person hosting the event has called for a vitality and woodcutting check with a -50 modifier so I type: @check vitality + woodcutting with 50 and everyone in the room would see: <Autojudge: » Klindhh checks vitality + woodcutting with a -50% modifier : (10%) SUCCESS! - 1 levels of success!

The levels of success can then be used to determine how well each participant did.

Skill Modifiers

The skill modifier requested by the +check code effectively increases your skill by the inputted amount. Each 10 added or removed is effectively equal to a level of skill. In most cases a modifier will not be useful or required. As the average skill is 2-3 a bonus of 20-30 is equivalent to an extra professional.

Success Levels

~Result ~Explanation ~Social Explanation
Failed You fail miserably. Even the village idiot can see through your attempt
1 levels of Success You barely muddled through the task Only the most gullible person would do as you ask.
2 levels of Success Some Success Someone that trusts you would do something which will cause them no harm.
3 levels of Success Passable Success Someone that trusts you would do something which will cause them minor harm.
4 levels of Success Average Success You can persuade the average person to do something which will cause them no harm
5 levels of Success Good Success You can persuade the average person to do something which might cause them minor harm
6 levels of Success Excellent Success You can persuade the average person to do something which might cause them serious harm
7 levels of Success Local record breaking success You can persuade a resistant person to do something which might cause them minor harm
8 levels of Success Olympic record breaking success You can persuade a resistant person to do something which might cause them serious harm
9 levels of Success Deed fit for Achilles You can persuade anyone to do something which might cause them minor harm
10 levels of Success Legend forming success You can persuade anyone to do something which might cause them serious harm

In the above examples
Minor harm = Risk of embarrassment or minor injuries.
Serious harm = Risk of death, unemployment or disownment.

Opposed Rolls

An opposed roll is any dice check where the chance of success or failure is modified by the attributes and skills of another. A wrestling game where both characters are trying to overbalance the other or attempting to intimidate another character would both be opposed rolls.
A coded command will be provided to cover all such scenarios - The idea is that both individuals put the attribute and skill they are using and the system determines who is most successful without declaring attribute or skill levels to either party. The command will emit the skills and attributes used by both parties, just not the actual skill levels.

System Rolls

Whenever you perform a coded action that has a chance of failure a system roll will be made. These rolls are done behind the scenes, you will never see the actual numbers generated, and they often involve complicated combinations of skills, attributes and modifiers. Almost all system rolls class as opposed rolls.
Some obvious examples of system rolls are seen in the combat, crafting and fashion code.

Relevant Help Files