Greetings CotH! Clovis here. Former Guild Leader of The Frostbrand Marines and most common Dungeon Master for their events! Roll based RP combat has always had a spot in my heart, but it's always been an uphill battle to find a system where we could still have rolls without all the BS. The long waits between emotes. The feeling of dread when you roll a 2 out of 100 - still leaving you hoping that the next guy will roll a 1. Did I mention the length?
At it's worst, an rp event could attract as many as 15 people to play, and if everyone had their turns, it could take as long as 3 to 5 hours. Hell, even after that long we may not of been able to finish the entirety of the scene. Yes, players typing their emotes quicker is always helpful, but it doesn't make that much of a dent without having something done to deal with the rolls.
In events with more than 5-10 people, depending on the length of the event I had originally planned, I would ask players to form groups of two, on one large occasion, three. They picked their partners, and when it was their turn, both characters emoted their attacks together, and one player rolled for them. It did help speed things up, but I want a way that will give us that level of speed without forcing players to team up against their will (Though I still may use groups in the future).
After going through some Ultra-Lite rp systems like GRUPS ultra-lite and Risus: The Anything RPG, and borrowing/tweaking/flat-out-stealing some ideas, I've begun work on 'CotH Ultra-Lite'. Just a neat, painfully simple system to allow for fair, quick roll combat and roll-focused rp events. I should warn ahead that the way this works, is essentially giving the Dungeon Master larger amounts of control regarding what's happening. Obviously, this is better left for Dungeon Masters who are not biased against any players, else there may be some drama-mongering. I figure it's much easier for a group of people to trust their characters with one player in charge than it is for them to trust their characters with the entire group.
Again, this is a major Work In Progress.
Dah Rolls:
/roll 1-6 (Or /roll 6)
"Well, that....sounds.....simple?"
It is! Pretty much, when YOU are attacking something in PvE combat, you do a /roll 6. The thing being attacked does not roll defense. Even numbers are GOOD. Odd numbers are [EVIL WICKED BAD. The higher the even number, the better the result for you! The lower the odd number, the more epic your failure is!
1: "My failure shall shame my bloodline for generations! Seppuku is the only option!" (Crit Failure)
2: "I barely hit him! Yay!" (Minor Dmg)
3: "It's like I'm really blind!" (Miss)
4: "I stabbed dah bastard!" (Normal Dmg)
5: "I missed by a hair!" (Pitiful Dmg)
6: "A crit hitter is me!" (Crit Hit)
When YOU are being attacked by something in PvE, you roll for defense. The thing attacking you does not roll for offense.
1: "Why do I feel a breeze on my brain?" (Double Damage)
2: "That was way too close for comfort!" (Drained Stamina)
3: "Oh god, not in the ovaries!" (Hit)
4: "Leet dodging/blocking/parrying skills, yo!" (Avoid)
5: "That stings!" (Glancing Blow)
6: "COUNTERATTACK, MOFO!" (Counterattack)
In PvP, the person being attacked ALWAYS rolls. Never the person attacking.
How does health work?
There is none!
*Crickets*
Basically, it's all in the DMs hands to decide just how much damage you've endured. And yours too. As your character gets damage, it's your call to say if you think your character has had enough to be KO'd. If your character somehow endures over 9000 /roll 1 defense rolls somehow, expect the DM to call you out.
If you think a DM is wrong to assume your character would pass out after one or two /roll 1 defense rolls, you can argue your case OOCly. Ask a GM for their input. Think of the HP system as a highly modified trust system.
How does healing work?
Same as attacking. Obviously, because there is no HP, the overall effectiveness of a heal is in the DMs hands. I -would- like Healers to feel a bit more 'involved' however. So healing can have certain reactions to Critical Hits and Critical Fails. Buffs and Debuffs/Magic Shields work the same way. At the discretion of the DM.
1: "I'm a doctor, not a killer!" (Crit Fail heals will damage the caster. Rolling more than three 1's during a battle can critically KO the healer.)
2: "You might need some stitches!" (Weak Heal)
3: "Oh wow I screwed that spell up." (Minor Debuff)
4: "On the plus side, sexy scars!" (Minor Buff)
5: "I can kiss your boo-boos if that helps!" (Pitiful Heal)
6: "DAH POWAH!" (Multi-Target Heal + Damage/Debuff nearby Enemy.)
How does dying work?
More often than not, when a DM says you're character is too damaged to keep fighting, that will always mean they're in a weakened, non-KO'd state. They simply cannot attack and can barely move, but can still talk weakly. A DM will say if you're KO'd. A KO'd character cannot do anything and must be healed after combat to get back up.
Death works like normal on CotH. No Pre-Event Character Warning = no Death.
Soulstones follow normal CotH rules. In non-death events, Soulstones can be used to revive a KO'd player with a quarter of their health.
How do complex spells work?
WIP Spells
Mind Control:
Repentance:
Other Stuff: Obvious I still have things to cover like feats, traits, special stuff like that. But for now, I'm going to leave this as is and wait for any opinions/ideas/criticisms/ect before continuing, as I've pretty much drained my brain juice dry on this so far. So basically, this is a big ol' WIP, but definitely usable in it's current form.
So, please, if you're interested, help me evolve this by mentioning spells that should be given special attention, tweaks and modifications for the rolls/HP/healing system, and ideas for future stuff.
"Wait. Wait. Why wouldn't I just do trust?"
Not everyone likes trust, and not everyone trusts one another. While this system has a lot of trust elements, I'm trying to make it take all the good of trust (Speed, neatness, simplicity) and mix it with the good of Rolls (Fairness/Degree of randomness, control, finality).
"So if I roll a 6, I'm god. But if I roll a 1, I'm dead?"
No. That was just me being dramatic. Sure, 1's and 6's are big deals, but they aren't insta-kill anything. Unless the DM, well...
"What if we don't have a DM?"
In the event you want to use this for say, a one on one rp fight with no DM, then it's pretty much just a matter of trusting each other to stay true to verdict the rolls issue.
"I DON'T LIKE YOUR DAMN SYSTEM. THIS LOOKS STUPID AND ILL-PLANNED."
Up yours!
On that note, yes, I was in a rush to type this all down since I had a brief moment of inspiration. I plan on making this more neat as time goes on and I have experience with it.
At it's worst, an rp event could attract as many as 15 people to play, and if everyone had their turns, it could take as long as 3 to 5 hours. Hell, even after that long we may not of been able to finish the entirety of the scene. Yes, players typing their emotes quicker is always helpful, but it doesn't make that much of a dent without having something done to deal with the rolls.
In events with more than 5-10 people, depending on the length of the event I had originally planned, I would ask players to form groups of two, on one large occasion, three. They picked their partners, and when it was their turn, both characters emoted their attacks together, and one player rolled for them. It did help speed things up, but I want a way that will give us that level of speed without forcing players to team up against their will (Though I still may use groups in the future).
After going through some Ultra-Lite rp systems like GRUPS ultra-lite and Risus: The Anything RPG, and borrowing/tweaking/flat-out-stealing some ideas, I've begun work on 'CotH Ultra-Lite'. Just a neat, painfully simple system to allow for fair, quick roll combat and roll-focused rp events. I should warn ahead that the way this works, is essentially giving the Dungeon Master larger amounts of control regarding what's happening. Obviously, this is better left for Dungeon Masters who are not biased against any players, else there may be some drama-mongering. I figure it's much easier for a group of people to trust their characters with one player in charge than it is for them to trust their characters with the entire group.
Again, this is a major Work In Progress.
Dah Rolls:
/roll 1-6 (Or /roll 6)
"Well, that....sounds.....simple?"
It is! Pretty much, when YOU are attacking something in PvE combat, you do a /roll 6. The thing being attacked does not roll defense. Even numbers are GOOD. Odd numbers are [EVIL WICKED BAD. The higher the even number, the better the result for you! The lower the odd number, the more epic your failure is!
1: "My failure shall shame my bloodline for generations! Seppuku is the only option!" (Crit Failure)
2: "I barely hit him! Yay!" (Minor Dmg)
3: "It's like I'm really blind!" (Miss)
4: "I stabbed dah bastard!" (Normal Dmg)
5: "I missed by a hair!" (Pitiful Dmg)
6: "A crit hitter is me!" (Crit Hit)
When YOU are being attacked by something in PvE, you roll for defense. The thing attacking you does not roll for offense.
1: "Why do I feel a breeze on my brain?" (Double Damage)
2: "That was way too close for comfort!" (Drained Stamina)
3: "Oh god, not in the ovaries!" (Hit)
4: "Leet dodging/blocking/parrying skills, yo!" (Avoid)
5: "That stings!" (Glancing Blow)
6: "COUNTERATTACK, MOFO!" (Counterattack)
In PvP, the person being attacked ALWAYS rolls. Never the person attacking.
How does health work?
There is none!
*Crickets*
Basically, it's all in the DMs hands to decide just how much damage you've endured. And yours too. As your character gets damage, it's your call to say if you think your character has had enough to be KO'd. If your character somehow endures over 9000 /roll 1 defense rolls somehow, expect the DM to call you out.
If you think a DM is wrong to assume your character would pass out after one or two /roll 1 defense rolls, you can argue your case OOCly. Ask a GM for their input. Think of the HP system as a highly modified trust system.
How does healing work?
Same as attacking. Obviously, because there is no HP, the overall effectiveness of a heal is in the DMs hands. I -would- like Healers to feel a bit more 'involved' however. So healing can have certain reactions to Critical Hits and Critical Fails. Buffs and Debuffs/Magic Shields work the same way. At the discretion of the DM.
1: "I'm a doctor, not a killer!" (Crit Fail heals will damage the caster. Rolling more than three 1's during a battle can critically KO the healer.)
2: "You might need some stitches!" (Weak Heal)
3: "Oh wow I screwed that spell up." (Minor Debuff)
4: "On the plus side, sexy scars!" (Minor Buff)
5: "I can kiss your boo-boos if that helps!" (Pitiful Heal)
6: "DAH POWAH!" (Multi-Target Heal + Damage/Debuff nearby Enemy.)
How does dying work?
More often than not, when a DM says you're character is too damaged to keep fighting, that will always mean they're in a weakened, non-KO'd state. They simply cannot attack and can barely move, but can still talk weakly. A DM will say if you're KO'd. A KO'd character cannot do anything and must be healed after combat to get back up.
Death works like normal on CotH. No Pre-Event Character Warning = no Death.
Soulstones follow normal CotH rules. In non-death events, Soulstones can be used to revive a KO'd player with a quarter of their health.
How do complex spells work?
WIP Spells
Spoiler:
Mind Control:
Spoiler:
Repentance:
Spoiler:
Other Stuff: Obvious I still have things to cover like feats, traits, special stuff like that. But for now, I'm going to leave this as is and wait for any opinions/ideas/criticisms/ect before continuing, as I've pretty much drained my brain juice dry on this so far. So basically, this is a big ol' WIP, but definitely usable in it's current form.
So, please, if you're interested, help me evolve this by mentioning spells that should be given special attention, tweaks and modifications for the rolls/HP/healing system, and ideas for future stuff.
"Wait. Wait. Why wouldn't I just do trust?"
Not everyone likes trust, and not everyone trusts one another. While this system has a lot of trust elements, I'm trying to make it take all the good of trust (Speed, neatness, simplicity) and mix it with the good of Rolls (Fairness/Degree of randomness, control, finality).
"So if I roll a 6, I'm god. But if I roll a 1, I'm dead?"
No. That was just me being dramatic. Sure, 1's and 6's are big deals, but they aren't insta-kill anything. Unless the DM, well...
"What if we don't have a DM?"
In the event you want to use this for say, a one on one rp fight with no DM, then it's pretty much just a matter of trusting each other to stay true to verdict the rolls issue.
"I DON'T LIKE YOUR DAMN SYSTEM. THIS LOOKS STUPID AND ILL-PLANNED."
Up yours!
On that note, yes, I was in a rush to type this all down since I had a brief moment of inspiration. I plan on making this more neat as time goes on and I have experience with it.
![[Image: yEKW9gB.png]](http://i.imgur.com/yEKW9gB.png)