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Roleplay Rolling Guide

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Dungeon Master
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When player characters engage in PVE (Player Versus Environment, which is me), I will simply decide what happens through logic, plot and possibly rolls depending on the situation. However, when it comes to PVP (Player Versus Player), things go differently. The players will have to roll against eachother, and add stats and power level accordingly.

For example: Player A and player B decide to fight eachother because insert reason.

A is lvl 2 with 20 spellpower and B is lvl 3 with 10 magical defence and 10 health.
A fires arcane missiles at B. A and B each roll a D100. A gets 54, B gets 12.
Because A has 20 spellpower, it gets added on. So, 54 + 20 = 74, that's the damage dealt.
Now, B must roll for defence. He has a 12, and has 10 magical defence, and thus gets 12 + 10 = 22 magical defence.
However, B is 1 lvl higher, meaning he gets a bonus of 30 on his roll. So, 22 + 30 = 52.
74 - 52 = 22. So, A does 22 damage to B.

So, 22 damage got through, meaning B's HP will go down.
Players get the following ammount of HP: Power level * 50 + HP * 5. Meaning B, assuming he's got full health, has 200 HP. 200 - 22 = 178 HP.

And then you continue untill either one of you drops dead, you stop, or i decide to screw you over in some way or the other.

Weapons with stats:
Spell Power: Spells, fairly obvious.
Strength: Melee, like swords, spears, clubs and good old punching.
Agility: Ranged, like bows, crossbows, shuriken and whatever you can fling at your opponent.

"But DM, what if i combine my magic with my weapon?" Well that would depend, if you were to do something like put your arrow on fire with an enchantment it'd still be agility because you're still using your actual bow and arrow. If you do something like swing your sword and an energy wave comes out (Think flying sword attacks from One Piece or Bloodskal Blade from Skyrim) it'd be spell power because you're simply using your weapon as a means to use a spell, like a staff.

Sneak attacks:
You may be planning to sneak around and hit your enemy when they least expect it. For this, we also use agility. Player E sneaks up behind player F. Both lvl 2, player E has 20 agility and player F has 10. They each roll a D100 and add their agility. So, for example, E rolls 28 and F rolls 33. E gets 28 + 20 = 48, and F gets 10 + 33 = 43. Next, we calculate the difference. 48 - 43 = 5. And that's it. The difference between the two numbers gets added as bonus damage on your actual attack. If the number was 0 or less player F would've noticed player E's presence.

To be able to succesfully use a sneak attack, player F must NOT know player E is there. For example, if they have engaged in combat, sneak won't work. If F spots E, E's sneak will be lost. However, let's say E and F are in a city and have never met before in their lives. If F spots E, he's just a stranger, he'll think nothing of it. Thus, once line of sight is broken again, sneak can be used again. There are lots of other scenarios but you can figure these out with logical thinking, should you be unable to come to a conclusion, I will decide. If E were to get into F's line of sight sneak would be lost automatically because, they can see you.

Lastly, we have how abilities would effect sneak. With something like invisibility, sneak being lost because of line of sight would not take effect because they won't be able to see you. Passive sensing abilities, like enhanced hearing, smell and things like that add +20 to the dice of F, provided he has the ability.

PS: You can decide how combat goes through logic aswell, but tbh i'd only recommend this if you don't actually want to kill eachother, because otherwise you're going to have both an argument about which attack wins. Followed up by how much damage said attack would do, which leads to a heated argument and... you get what I mean.

On another note, you may be thinking: "But DM, I shot an arrow at his head and my roll (added with stats and possibly PL) came out higher so he's dead!". Well dear player, screw that noise. Because I doubt the other player would appreciate being one shotted. So, we're going to pretend that, even though you aimed at the head, due to both of you moving and the heat of the battle you don't always hit where you aim and you get him somewhere else. Same applies with PVE btw, not going to let you one shot bosses or stuff like that.

Ofcourse, there are other scenarios in which rolls can be used. These will mostly be used when I feel the need for them. For example, if you do a coin flip, luck would come into play. This isn't set in stone, but it's likely that i will ask you to roll a D1000, and add 10 * luck on it. So, let's say you have rolled a 453, but have 10 luck, that would mean you get 453 + 100 = 553, and you pass. A normal coin flip needs 501+ to succeed. I say normal because who knows, maybe I'll use a rigged coin sometime. There could also be scenarios where you need 200+ luck, or even 900+ luck. The same goes with other stats, you'll likely do a D1000 and add 10 * your stat. Possibly multiple stats.
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