[quote=Pheonix IV (of gpgnet forums)]I got this idea from the Bay 12 Forums, the home range of Toady, who makes Dwarf Fortress (epic game you should check out.)
Anyway, Roll To Dodge is basically a silly little forum game in the style of a tabletop RPG.
RTD is very simple; at it's most basic you guys are characters, you tell me what you want to do, then i roll a 6 sided dice, add or subtract some modifiers and see how well you do.
Different RTD's vary in deadliness, from rolling to see if you successfully walk 10 feet to surviving three 1's in a row in the middle of combat, this one is going to fall somewhere in the middle, and will take alot of cues from DF.
In this RTD, you have two action types; Free Actions and Standard Actions. You can perform as many Free Actions as you like (within reason) and there are no rolls involved; you just succeed (or fail if it's impossible). Free Actions include (but are not limited to) communicating, moving around, picking things up, dropping things and so on.
Standard Actions are the meat of RTD; you may perform one Standard Action per turn and they require a roll to see how well you do, the rolls are as follows;
0 - Epic Fail. You're probably dead, and you might have taken somone else with you. Only achievable with a penalty.
1 - Big Fail. That didn't work, and you just made things worse as well!
2 - Normal Fail. That didn't work, try again.
3 - Success! Just.
4 - Comfortable Success. You did what you wanted to and you learned a little bit in the process (+1 skillpoint).
5 - Great Success. Excellent! Not only did you succeed, but you did even better than you expected to! (+1 skillpoint)
6 - Incredible Success. You went above and beyond the call of duty and did something truely superhuman. The earth trembles at your approach. (+2 skillpoints)
7 - Epic Success. The laws of physics hold no power over you! The best possible outcome occurs, and you're loving it. (+2 skillpoints) Only achievable with a bonus.
8 - Overshot. Whoops, you went a wee bit too far. The result is definitely what you wanted to, but with some unintentional side-effects; like you targeted the enemy cultist and blew up the entire city. (+3 skillpoints) Only achievable with a big bonus.
Anything below 0 or above 8 is treated as a 0 or 8 respectively.
You can get bonuses from many sources, including magical buffs, skill training (see below), good equipment and random circumstance.
Skills are another part of RTD; Skills can be anything, if you focus on it you can become skilled in opening doors. There's no list of skills and the only way to see if you can learn a skill is to try it.
Skills have 12 levels, each level requires more XP than the previous level.
Dabbling - 1
Novice - 2 (+1 bonus if the die rolls a natural 1)
Competant - 4 (Static +1 to all rolls)
Skilled - 7 (Static +1 to all rolls, successes are improved.)
Adept - 11 (Static +1 to all rolls, extra +1 if the dice rolls a natural 1, successes are improved.)
Talented - 16 (Static +2 to all rolls, successes are improved)
Professional - 22 (Static +2 to all rolls, successes are greatly improved.)
Expert - 29 (You may choose to take a +1, +2 or +3 bonus to your rolls, successes are greatly improved.)
Master - 37 (You may choose to take a +1, +2 or +3 bonus to your rolls, successes are substantially improved.)
High Master - 46 (Static +3 bonus to all rolls, successes are substantially improved. You cannot Overshoot.)
Grand Master - 56 (Static +4 bonus to all rolls, successes are massively improved. You may choose to Overshoot, or not.)
Ledgendary - 75 (You choose which number you roll from 0 to 8.)
You get bonuses at different skill levels as well. Note that each bonus replaces any previous bonuses.
WEWNDS! Invariably you will meet people who are not very nice and who will try to hurt you, and whom you will try to hurt. You will be engaged in conflict and some of you will be hurt. These are the wound levels;
Lightly Wounded - Don't worry about it. You'll recover with a short rest and take no penalites. Just try not to get hit again.
Moderately Wounded - Ow. You take a -1 penalty to any rolls you make with this body part and may suffer some extra penalties if the part is important (like your brain). You'll heal after you take a fairly long rest.
Broken - Aaah! -2 penalty to any rolls made with this body part. Can only apply to brittle parts (like bones). Worse still, this will not heal by itself; you're going to need medical attention!
Mangled - Damaged beyond recognition. You'll be copping at least a -3 penalty to anything you try and use with this limb, and will probably be suffering a butt-ton of extra effects. Like Broken, this will not heal by itself.
Lopped Off - It's gone! Holy hell it's gone! You can't do anything that requires this part, and if it's an important part (like, say, your head) you are now dead. Worse still this cannot be healed by mundane means, and will require at least an Incredible success to fix!
There are also a number of status effects which may vary from time to time, i'll explain each effect when it turns up.
For Fighting, i first roll to see if you are successful in making your attack, the enemy then gets a roll to see if he dodges, if he doesn't, i make a third roll to see how much damage you do.
The process is fairly simple; i'll wait until i have at least 3 people signed up and then we'll start the game. Once the game is started you simply declare your actions, once everyone has declared their actions or more than 24 hours have passed i'll do a summary and tell you all how you did, move any NPCs around and then we go onto the next round.
I would also appreciate it if you'd keep the spam out of this thread (looking at you toot) and if Funky could clean it of spam every now and then. Although this is OT, so i expect to see some silliness.
If you have any questions, fire away, otherwise sign up and we shall begin. I'll most certainly use the results of this thread in the OT Comic, either as inspiration or a direct translation.
Go! [/quote]
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Now, when played on a forum, its a very slow game, so I was hoping to do it on IRC in maybe sessions of an hour or two (we could get A LOT more done in just that time)
I was hoping you guys would be interested in doing a Transcendence themed game of R2D...
You CAN get out of your ship (if you get a space suit or if you dock with something). YOU CAN BUY A NEW SHIP TOO!
We'll be starting with standard transcendence items and ships- so nothing crazy or OP goes on. However, if you loot and roll a 6 or 7 or 8, you may get a rather epic and unique item that would otherwise not normally exist (though it will still be realistic in terms of transcendence)
As GM, I'll also control the actions of non-player entities (such as the pirates that gated in when you chose to investigate the crate they were using as a hideout). The NPE's also get a roll (so yes, if the pirate attacking you scores a 7 or 8, it means you blew up or got some major damage done. Our game still follows the levels set in Georges transcendece, so the most a pesky little corsair will do to someone with a lazarus shield and a hyperion reactor enhanced with a roll of (7) to 5GW is maybe drop the shields by 10% per uber-roll- however that's still a MASSIVE bonus to a little corsair)
We'll start in Eridani, each of the players on a pilgrimage to the core...

And lastly...
Mostly, this game is limited by your imagination (and my imagination, as GM), but you can't go do ridiculous things for your action such as "I use my laser cannon to tear a hole in spacetime to make a shortcut to the core" or "I become supreme being of the universe"... anything dumb and over the top like that automatically gets limited to a max role of 2.
and even more lastly...
And yes, you guys each get to choose what your starting ship will be and you get a roll that will determine what condition your ship is in and what you have in your cargo hold and the number of credits to your name.
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So sign up here, with the starting ship class of your choice.
We also need to try to find a time when we are all on IRC...