So.. Hi everybody! I am Sad_Robot, new to this forum. I was looking through the games and noticed there was a lack of Roll to Dodge games here. Now for those of you who don't know, a Roll to Dodge game is an RPG game, usually played in forums, where the success of actions is decided by a roll of a d6, usually like this:
1. Epic Fail
2. Minor Fail
3. Slight Fail
4. Slight success
5. Great success
6. Epic Success
I thought it would be fun to do one based on Magic, with the characters as planeswalkers. I'm going to post the rules here.
The game takes place on a plane I have invented called Alraia.
Players start with 20 life. Players can gain and lose life as rounds progress, but each player starts out even.
A round lasts until all players have made one move (one comment in bold). Players can only make one move per round, but may edit that move as many times as they want.
You are not necessarily trying to work together with your fellow characters. Often, the different characters fight each other, and that's fine, just remember you can make alliances too! The world is a vast one, and exploring it all could be a challenge!
Player vs. Player actions automatically factor dodging, so waiting till another player makes a move is useless.
See the character section for details on how to make your character.
Actions will result in a dice roll. The higher the roll, the better the success.
1 - Total Failure
2 - Failure
3 - Slight failure
4 - Slight success
5 - Success
6 - High success
When a player falls to 5 life, they enter an incapacitated phase. Players incapacitated cannot move in a round and must wait for another player or npc to revive them.
Players get one round, after being incapacitated, where they are immune to damage.
A revived players life is set at 8.
A player whose life hits 0 dies.
Players count as creatures, so they can be enchanted, targeted by Flame Slash, etc.
Spells' effects in the game may not be necessarily the same as they are in Magic. For example, there is no library in the game, so Demonic Tutor might allow you to make a pact with a demon to give you some information.
This is pretty simple. These are the things that you need to fill in: Name: You don't need a name I guess, but you probably should have one... Colors: 1-3 colors you are. They determine the colors of spells you can cast. Class: You can choose Spellcaster or Warrior. This is basically just a way of choosing whether you are spell-focused or combat-focused. Spellcasters get to start the game with 3 spells, while Warriors get only one but a boost to combat. Bio: Just a short description will do. Just for flavor reasons and so we can help identify you. Things like race, height, etc. Perks: What your character can do, basically. You start off with one perk of your creation that can benefit your character in some way. As you level up, you may add a perk to your perk slot. For example, you could have the perk Light Footed(+1 to hidden actions)
Or, you could have a general perk, for example Lucky Streak(A roll of 1 results in a re-roll of 1-4) You get to make these up, but I'll decide if they're too powerful or not. I am pretty lenient, though. Possessions: You don't come unprepared here. You get one item, represented by an artifact card from MTG of converted mana cost 2 or less. This can be an equipment or something else like a Spellbomb. Spells: You get 3 spells to start if you are a spellcaster, and 1 if you are a warrior. These can be any MTG spell (including creatures) with CMC 2 or less. You can gain spells as you gain levels and as you level up, you can have higher CMC's of cards.
The leveling system is simple and easy enough to grasp. Each player starts at level 1, and progresses forward from there. Each subsequent level increases by 5 exp. For example:
1: Start
2: 10 xp
3: 15 xp
4: 20 xp
etc
Exp is gained one of two ways:
- Each enemy killed nets you 5 xp
- Killing multiple enemies in one round (I.E. Electrickery) gets you 10 xp
- Creating an acceptable spell gains you 2 xp
- Killing a token gets you 3 xp per token kill
- Finding a plot heavy item (maps, locations, certain artifacts) gains you 4 xp
- Reviving another player gets you 5 xp
Rare spells cannot be cast until level 3.
When you level up, you have a choice of adding either a new perk, gaining 5 life, or 'remembering' a new spell.
Now, everyone who wants to participate, submit your characters! The cap may be around 10 people if it gets to that.
I hope this goes over well, and once we get around 5-6 people, I'm going to post the introduction to get you guys started on rounds.
The way I'd be running it is to advance the round every day at like 5:00 east coast time, so you have 24 hours to make a post. If you still can't play, that's ok, I just thought you mightve thought this required more commitment than it does.
Name: Fiora Colors: Blue/Green/Red Class: Warrior Bio: She's a human of 22 years, from a family of farmers in the Edgelands. When she was little, her family was attacked by a guild of cultists. Her parents were likely killed, and her twin brother taken as a captive. She's been searching for him ever since. Perks: Light-footed (what other perks are there?) Possessions:No-Dachi Spells:Distortion Strike
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2. Minor Fail
3. Slight Fail
4. Slight success
5. Great success
6. Epic Success
Players start with 20 life. Players can gain and lose life as rounds progress, but each player starts out even.
A round lasts until all players have made one move (one comment in bold). Players can only make one move per round, but may edit that move as many times as they want.
You are not necessarily trying to work together with your fellow characters. Often, the different characters fight each other, and that's fine, just remember you can make alliances too! The world is a vast one, and exploring it all could be a challenge!
Player vs. Player actions automatically factor dodging, so waiting till another player makes a move is useless.
See the character section for details on how to make your character.
Actions will result in a dice roll. The higher the roll, the better the success.
1 - Total Failure
2 - Failure
3 - Slight failure
4 - Slight success
5 - Success
6 - High success
When a player falls to 5 life, they enter an incapacitated phase. Players incapacitated cannot move in a round and must wait for another player or npc to revive them.
Players get one round, after being incapacitated, where they are immune to damage.
A revived players life is set at 8.
A player whose life hits 0 dies.
Players count as creatures, so they can be enchanted, targeted by Flame Slash, etc.
Spells' effects in the game may not be necessarily the same as they are in Magic. For example, there is no library in the game, so Demonic Tutor might allow you to make a pact with a demon to give you some information.
Name: You don't need a name I guess, but you probably should have one...
Colors: 1-3 colors you are. They determine the colors of spells you can cast.
Class: You can choose Spellcaster or Warrior. This is basically just a way of choosing whether you are spell-focused or combat-focused. Spellcasters get to start the game with 3 spells, while Warriors get only one but a boost to combat.
Bio: Just a short description will do. Just for flavor reasons and so we can help identify you. Things like race, height, etc.
Perks: What your character can do, basically. You start off with one perk of your creation that can benefit your character in some way. As you level up, you may add a perk to your perk slot. For example, you could have the perk Light Footed(+1 to hidden actions)
Or, you could have a general perk, for example Lucky Streak(A roll of 1 results in a re-roll of 1-4) You get to make these up, but I'll decide if they're too powerful or not. I am pretty lenient, though.
Possessions: You don't come unprepared here. You get one item, represented by an artifact card from MTG of converted mana cost 2 or less. This can be an equipment or something else like a Spellbomb.
Spells: You get 3 spells to start if you are a spellcaster, and 1 if you are a warrior. These can be any MTG spell (including creatures) with CMC 2 or less. You can gain spells as you gain levels and as you level up, you can have higher CMC's of cards.
1: Start
2: 10 xp
3: 15 xp
4: 20 xp
etc
Exp is gained one of two ways:
- Each enemy killed nets you 5 xp
- Killing multiple enemies in one round (I.E. Electrickery) gets you 10 xp
- Creating an acceptable spell gains you 2 xp
- Killing a token gets you 3 xp per token kill
- Finding a plot heavy item (maps, locations, certain artifacts) gains you 4 xp
- Reviving another player gets you 5 xp
Rare spells cannot be cast until level 3.
When you level up, you have a choice of adding either a new perk, gaining 5 life, or 'remembering' a new spell.
I hope this goes over well, and once we get around 5-6 people, I'm going to post the introduction to get you guys started on rounds.
Colors: Blue/Green/Red
Class: Warrior
Bio: She's a human of 22 years, from a family of farmers in the Edgelands. When she was little, her family was attacked by a guild of cultists. Her parents were likely killed, and her twin brother taken as a captive. She's been searching for him ever since.
Perks: Light-footed (what other perks are there?)
Possessions: No-Dachi
Spells: Distortion Strike