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Rules And Guidelines


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#1
Colruth

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Please Read and reply stating that you understand and accept the rules. If you have questions, feel free to ask in the Bahamut's Sanctum, before accepting the rules


Experience Points:

Experience will be Encounter based as the basic D&D system. However, every scene is a potential encounter. Combats and Traps are an obvious one. However even a social encounter may grant Exp. All depends on the intentions of the NPCs compared to how the party reacted to those intentions.

Over the Encounter XP, I will grant Bonus XP for overall roleplaying and game interest once a month to those who showed some kind of interest at either putting flavor in their posts or taking the game to the next level. Such comprises but is not limited to: Constructive critism and solutions, writtings, drawings, etc.

Experience Points will be posted in a Topic at this effect once the first Exp Gain is, well, gained.

Leveling up will occur in downtime, not in the middle of nowhere.

Dicerolling:

Nothing is more annoying in forum roleplaying than a scene being stalled for days because we are in the process of rolling dice. It is quite boring and even frustrating to log on to see how the scene went on, in hope to play your character again, just to find out that all you are asked is a diceroll, of which you'll know the result after everyone made their roll.

To bring this stalling to a minimum, I will take care of all the dicerolling. Of course, if you make an action that obviously requires a roll, you are welcome to make the roll. However, if the roll is missing, because you either forgot or didn't know you needed a roll, instead of asking you to roll (and thus stalling everyone) I will make the roll and just describe the result in the next post.

Example: The party passes near a trap. Instead of asking "Spot Check", and stalling the game for 2-3 days while waiting for everyone to give their roll, I'll just make everyone's roll and then post describing the trap to whoever succeeded.

For transparency and in the case I make an error on your character stats, I will post all the rolls I make on behalf of your characters.

"Informative" Rolls" These rolls are those that would bring information to the character. This can be Knowledge skills, Search/Spot, etc. I will always make those rolls, and even if you make the roll in your post, I will ignore it and roll it myself. This is obviously to keep a certain feeling of uncertainty about the information you get. If you want to be certain about your information, you will need to Pick 10 or 20, following normal rules. However, if I happen to roll a 20 on such roll, I will inform you that you are 100% certain of the information, or 100% certain that you would be unable to get anything more (in the case where 20 was not enough)

Combat:

Combat is what drags most game the longest. To prevent that to a minimum, the above dicerolling rule applies. Furthermore, the initiative system will be slightly modified from the Books.

When Combat starts, I will roll Initiative for everyone, following the above dicerolling rules. I will then post the fact that Combat begins along with the Initiative results.

From there everyone will "Declare" their action Regardless of Initiative order. This is basically to prevent from having to wait for whoever is before you in initiative, so you can post your action whenever you are able to. If you feel that your action would be better kept secret, to prevent lower initiative to react to it before your action is actually done, feel free to Declare your action in my PM as "Round x Action".

Once a round starts, I will give everyone 48 hours to declare their action, passed that I will post the results of a given round assuming the most logical course of action your character would have taken.

If your declared action becomes either impossible when initiative reaches you or becomes totally illogical (e.g: you were aiming Mob 3, but Mob 2 engaged you first. I will assume you'd take care of Mob 2 instead of granting him an AoO to disengage and charge Mob 3).

If you want to prevent me to modify your action toward a logical course, you can state it in your Declaration (e.g: I attack the big Ogre, even if I am engaged by the kobolds)

In other word your initiative is not only your physical speed but also your ability to be ahead of others mentally. If your decisions happen to be too slow compared to the rest, you might end up in a situation where instinct takes over (That's me)

Example: The party crosses a pack of wolves. Combat is inevitable. There are 4 wolves, and 5 characters.


My Post said:

The party crosses a pack of wolves. Combat is inevitable. There are 4 wolves, and 5 characters.

Round 1
Initiative:
Character 1: 26
Character 2: 23
Wolf 1: 22
Wolf 2: 19
Character 3: 15
Wolf 3: 14
Character 4: 12
Character 5: 10
Wolf 4: 6

Character 3 said:

I draw my sword and charges the closest of the wolves

Character 1 said:

I cast Magic Missile toward the pack alpha, even if another engages me

Character 5 said:

Draw my bow and shoots the nearest wolf

Character 2 said:

I draw my daggers and attack the wolf coming for me. If none does, I'll flank Char 1 wolf.

Character 4 player doesnt post within 48 hours.

My post said:

Char 1 starts to mumble a few words, moving his hands around. A few seconds later 2 sparkling pieces of energy appears above his head, ready to strike at their target. Char 1 then points toward the wolf he believes to be the Alpha, obviously wounding him badly.

Char 2 draws his daggers and waits to see what happens for now.

Wolf 1, which was wounded by Char 1 magic missiles, charges him, aiming to bite his leg, but misses.

Wolf 2 charges Char 3 who is caught flat footed. The wolf bites at his leg, closing it a second after around Char 3 ankle, his screams of pains filling the air while he falls over on the floor.

Char 3 managed to draw his sword, frantically trying to get back on his feet, while fending off the wolf.

Wolf 3 charges Char 2, finding him ready to strike. Char 2 swings and stabs the wolf behind a foreleg, twice. At the same time the wolve's jaw closes around Char 2 knee, yet manages to stay on his feet.

Char 4 draws his mace, running to help Char 2 who seems in big trouble. He lays an hand on his companion, mumbling some words as energy runs from his palm to close some of the wound on Char 2 ankle.

Char 5 Draw his bow and aims at Wolf 4 since it is the only one not in melee. He shoots, the arrow piercing inside the wolf's muzzle, stopping it in his track. The wolf drops dead a second later.

Basically here, Char 1 required a Know(nature) roll to figure which was the alpha with only a few seconds to observe the pack. He failed, so his target was chosen randomly. He got lucky and still targeted the alpha. However it wasnt enough to kill it.

Char 2 action is unchanged

Char 3, now finding himself on the ground and wounded, his action changes. He still draw, but gets back up instead of attacking

When Wolf 3 attacks Char 2, it triggers Char 2 action. They both attack each other following normal rules.

Char 4 who didnt post moves to heal his partner that is in trouble. That action was decided by me when I posted

Char 5 draws and shoots. However, instead of targeting the closest wolf, he aims for the only one not stuck in melee, since shooting into a melee is too dangerous. He rolls a critical and kills the wolf before it can attack.

#2
ClayQ

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I see, Not a huge fan of the "instinct" taking over combat actions mostly because one of the reasons I play is combat.

I'll deal with what ever you chose however I would like to suggest something I've always found to be the easiest, rather than separating the enemy init roll then as a single init unless absolutely necessary so that after the initial round it becomes "Players then Foes, Players then Foes" Less chance of monsters actions screwing with what the players want to do on their own.

In your Example:

Round 1
Initiative:
Character 1: 26
Character 2: 23
Wolf 1: 22 <<Wolfs
Character 3: 15
Character 4: 12
Character 5: 10

Character 1 and 2 would post, then you would do your overall post before continuing, then everyone would post round 1/2.

Overall it bogs the "first" round down, but removes the need for you to change our actions on different knowledge.

#3
Colruth

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However this doesnt take care of the main issue of forum gaming, which is a game being stalled by posters that doesnt post in days

I dont want the posting order to follow the init order, because this just creates possible delays between every each steps of init.

Taking an example of a max 48 hour delay to post as above:

Char 1: 48 hours
Char 2: 48 hours
...

So 48 hours times 5 characters, that means a round could possibly take 10 days...That is what makes combat last 3 months, which is not the goal.

I expect the game to be focused on actually roleplaying, and not dicerolling. The dices are only a tool to take care of issues when multiple actions clashes.

As for the instinct thing, as I said it will only be used if your declared action is rendered impossible or totally stupid. Then, if you want to overide the instinct part, just post that you won't change the declared action if anything happens.

You said that you are the for the combats. Yet I don't want combats to take the majority of the game flow. In my point of view, fighting doesn't make a game (or the characters) evolve, which is always my main focus in any games I run.

I understand you might not like for your character's action to be decided by someone else than you. However the goal is not to control your character, far from it. The goal is to limit the issues of forum gaming.

#4
Cole Caecus

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Ok, so Just so i understand correctly, if we wish in combat, we may post our rolls?

#5
Colruth

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Yes of course.

Only for info-based rolls will be rolled secretly. If you happen to make the roll yourself like Hmmm "I search the room for hidden stuff... *roll Search: 26*" Only then will I ignore your roll to keep the validity of what I answer uncertain.

Also, if you forget any roll, I won't stall the game by asking you to post it like: you roll to attack, dont roll damage..then I just ask you roll damage...no. I'll roll it and add it to the result of the round in my next post.

But yes, if you wish so, go ahead and make your rolls. And I'll use your rolls for the results (except for info rolls)

#6
Colruth

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Please reply and state that you understand and accept the rules. :) Just to prevent confusion when we start the game

#7
High Druid Of Paranor

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I have read and fully accept the rules as stated above.

#8
Cole Caecus

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Ditto

#9
Toxic Doll

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I have read them and I accept them to. ^_^

#10
Gryffydd65

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I understand as well.

#11
Colruth

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ClayQ and Merceneray_Leader left ...

Anyway game starting in a few hours.

#12
ClayQ

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View PostClayQ, on 12th October 2009, 10:04, said:

I'll deal with what ever you chose ...


#13
Mercenary_Leader

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yep I read and understand the rules.

#14
anguish

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As I am joining the game today I agree with the rules as well = )

#15
Colruth

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Game posting

This isn't much a rule for you to follow, but more of a statement of how I will deal with posting speed, to keep the game rolling smoothly. This only apply to roleplay posts, combat has its own rules as stated above.

I will from now on post every 24 to 48 hours without regards of who posted and who did not post. So, once I post you can correctly assume that my next post will at least take 24 hours to come. You can also safely assume that it will not take more than 48 hours (unless some issues arise).

This said, if I check the game 25 hours after my last and a player didnt post yet, I will not wait, I will post.

My post will assume your character's action in one of two ways.

If I am able to take the scene forward without deciding for the character, I will assume that your character wasn't doing anything relevant.

If the scene depends on your character's reaction, I will npc it to the minimum requires for the scene to continue, while keeping true to the character.

So basically, if you fail to post in time, you can always post later as long as you respect what has already been decided for your character, be it action or inaction.

Keep in mind that if I keep having to npc (or ignore) your character too often, your character might end up doing things that you will regret. Things like dying if it becomes really out of hand.





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