02-04-2011, 08:41 AM
Every now and then a roll system is proposed, detailing for bonuses and such in an attempt to create a balance of power by making some characters better suited to attack or defend than others. I tend to prefer trust fights in general, as it creates a better flow of RP if you know where you wish the story to go, but in times when it is necessary to roll, I find that a simple 5-7 HP, +50 crit system is better than any more complicated formula. I'm not a huge fan of roll bonuses. Though useful if you are the recipient, they are too open to interpretation. Prestiges tend to be the recipients of them but it leads to questions like:
1) Shouldn't DK's get roll bonuses since they are prestige-like?
2) Should forsaken get defense bonuses seeing as they are undead and can withstand greater punishment?
3) Should a hunter with an established pet have 2 attack rolls per turn, seeing as neither the hunter nor the pet is going to stop attacking for a turn?
4) If wearing heavy armor, you are realistically less likely to dodge, so shouldn't the roll be to decide if the heavy armor wearer loses half a point versus a full one?
5) Tauren are frickin huge! Shouldn't they -always- have an attack/defense bonus on sheer size alone?
There are probably other things to consider, but you get the idea. Once someone gets a bonus, then it is natural for everyone to look for the potential bonuses in their own character. This tends to create more OOC drama than anything for various reasons, such as unagreed upon bonuses to fear of character death. So unless a comprehensive and agreed upon table of bonuses is created based on every class/race/prestige combo, I think sticking to the base roll system is best.
Also I want to refer to something a player mentioned in another post:
This was referring to trust fighting, but is perfectly applicable here too. If your powerful character loses a roll fight, instead of being a warrior laid out bloody and beaten by a farmer, it could be that the warrior stopped fighting out of respect to the farmer. Make the fight and its reasoning/results interesting!!! Roll fights tend to be too bland and black and white, coming down to the wins losses instead of the story. If you make it something that progresses the character, you won't care as much about the victory, because either way the character will be more interesting as a result of it. On both ends of a roll fight I've had:
1) Victory! My character kicked butt and found new respect from her peers for her fighting prowess!
2) Defeat! My character lost her leg, and had to get get a prosthetic which constantly causes her pain and led to her having to make permanent life readjustments.
The second I thought I would come to hate, but I kept it even after the restart. Her loss makes great conversation fodder when things are slow. So don't fear losing the roll, as it may turn out that it is better that you did.
1) Shouldn't DK's get roll bonuses since they are prestige-like?
2) Should forsaken get defense bonuses seeing as they are undead and can withstand greater punishment?
3) Should a hunter with an established pet have 2 attack rolls per turn, seeing as neither the hunter nor the pet is going to stop attacking for a turn?
4) If wearing heavy armor, you are realistically less likely to dodge, so shouldn't the roll be to decide if the heavy armor wearer loses half a point versus a full one?
5) Tauren are frickin huge! Shouldn't they -always- have an attack/defense bonus on sheer size alone?
There are probably other things to consider, but you get the idea. Once someone gets a bonus, then it is natural for everyone to look for the potential bonuses in their own character. This tends to create more OOC drama than anything for various reasons, such as unagreed upon bonuses to fear of character death. So unless a comprehensive and agreed upon table of bonuses is created based on every class/race/prestige combo, I think sticking to the base roll system is best.
Also I want to refer to something a player mentioned in another post:
BountyHunter Wrote:Know when to give up, fights don't need to be won when someone is K.O. If you feel your fighter can't take any more (Or in an Undead's case, get bored) then simply wave the white flag.
This was referring to trust fighting, but is perfectly applicable here too. If your powerful character loses a roll fight, instead of being a warrior laid out bloody and beaten by a farmer, it could be that the warrior stopped fighting out of respect to the farmer. Make the fight and its reasoning/results interesting!!! Roll fights tend to be too bland and black and white, coming down to the wins losses instead of the story. If you make it something that progresses the character, you won't care as much about the victory, because either way the character will be more interesting as a result of it. On both ends of a roll fight I've had:
1) Victory! My character kicked butt and found new respect from her peers for her fighting prowess!
2) Defeat! My character lost her leg, and had to get get a prosthetic which constantly causes her pain and led to her having to make permanent life readjustments.
The second I thought I would come to hate, but I kept it even after the restart. Her loss makes great conversation fodder when things are slow. So don't fear losing the roll, as it may turn out that it is better that you did.
