Shinobi Legends Forum

Game Development => Feature Requests => Topic started by: Becquerel on January 25, 2015, 06:15:46 PM

Title: Dice rolls
Post by: Becquerel on January 25, 2015, 06:15:46 PM
I was thinking about the differences between here and most tabletop RPGs, and I realized the clear difference. Here, when people are RPing, they just say whatever they want and people respond unnaturally. Things like god-modding and meta-gaming are buzzwords that are thrown around here often. In order to solve these issues, why not implement a dice rolling function?
That way when NinjaA says 'I attack you with my super-ultimate, undodgeable jutsu' and rolls a 1 while NinjaB rolls a 20 they respond accordingly. Of course, this does not need to be used, but if two people agree to use it then they can be able to. I don't know if you would go with a D20, a D6, a D4, or D#, but it might help out to add fairness to the game.
Title: Re: Dice rolls
Post by: Bocchiere on January 25, 2015, 06:33:55 PM
I was thinking about the differences between here and most tabletop RPGs, and I realized the clear difference. Here, when people are RPing, they just say whatever they want and people respond unnaturally. Things like god-modding and meta-gaming are buzzwords that are thrown around here often. In order to solve these issues, why not implement a dice rolling function?
That way when NinjaA says 'I attack you with my super-ultimate, undodgeable jutsu' and rolls a 1 while NinjaB rolls a 20 they respond accordingly. Of course, this does not need to be used, but if two people agree to use it then they can be able to. I don't know if you would go with a D20, a D6, a D4, or D#, but it might help out to add fairness to the game.

It would also add, "Your character of 5 years is now dead because you rolled a 1." to the game. I don't think we need to add random chance as a factor.
Title: Re: Dice rolls
Post by: Teostra on January 25, 2015, 06:47:58 PM
(http://s17.postimg.org/jcckuva0v/SL_life.png)

Just don't die then?
Title: Re: Dice rolls
Post by: Garō, Ichirou on January 25, 2015, 08:54:19 PM
A success/failure set up like those with table top RPGS wouldn't be a good idea to implement into something like SL, it would remove a lot of the ability to plan strategy, especially when you run into situations where you're trying to do something simple like skip a stone and you roll a 1 and break your wrist,
Title: Re: Dice rolls
Post by: Becquerel on January 25, 2015, 09:04:16 PM
It would also add, "Your character of 5 years is now dead because you rolled a 1." to the game. I don't think we need to add random chance as a factor.
A success/failure set up like those with table top RPGS wouldn't be a good idea to implement into something like SL, it would remove a lot of the ability to plan strategy, especially when you run into situations where you're trying to do something simple like skip a stone and you roll a 1 and break your wrist,

And that's why I mentioned it would be optional. If the people RPing agree to use it, it's there for them to use. If you don't want to use it, just ignore the roll-dice option.
Title: Re: Dice rolls
Post by: Eric on January 25, 2015, 10:25:21 PM
I was thinking about the differences between here and most tabletop RPGs, and I realized the clear difference. Here, when people are RPing, they just say whatever they want and people respond unnaturally. Things like god-modding and meta-gaming are buzzwords that are thrown around here often. In order to solve these issues, why not implement a dice rolling function?
That way when NinjaA says 'I attack you with my super-ultimate, undodgeable jutsu' and rolls a 1 while NinjaB rolls a 20 they respond accordingly. Of course, this does not need to be used, but if two people agree to use it then they can be able to. I don't know if you would go with a D20, a D6, a D4, or D#, but it might help out to add fairness to the game.

I see this being useful only in situations where pure luck will determine the outcome of the encounter. I can't think of any examples right off the top of my head though.
Title: Re: Dice rolls
Post by: Kyutu - Super King - on January 26, 2015, 04:37:58 AM
... Don't we already have this in the private zones?
Title: Re: Dice rolls
Post by: Warren on January 26, 2015, 04:51:50 AM
Yes, neji fairly recently fixed them too to work properly.
Title: Re: Dice rolls
Post by: KayentaMoenkopi on January 26, 2015, 05:22:07 AM
I have wanted someone to play with the private zone dice system with me.

We would have to fix up special character sheets with our stats and weapons and armor and what the hit die would be for each and all the DnD mechanics.

OR...to do dice pools of number of d6...isn't there a Naruto d20 system already made up?

sorry. There is , yes - yes- there is.

And some of the DnD geeks out there know what I mean!!

points at you...several of you...you know who you are.
Title: Re: Dice rolls
Post by: Mei on January 26, 2015, 07:31:35 PM
There's actually an unofficial Naruto D20 game out there with rules and such.

Obviously you would need to set up the system so it would be fair.

For example, when you attempt an attack on an opponent

Using a D20.
If you get 16 or higher - successful hit (full dmg)
You get between 11 and 15 - semi-successful / off target (half dmg)
Between 6 and 10 - you grazed them (a cut or scratch)
Between 1 and 5 - complete miss

But then you have the opponent's roll to defend:
If you get 16 or higher - successful evade (take no dmg)
You get between 11 and 15 - successful block (take some dmg)
Between 6 and 10 - half block (take half-dmg)
Between 1 and 5 - no block (take full dmg)

This example is flawed but it just shows how you cannot be completed ruled by dice.
So for you to truly 'win', you would have to roll 16 or higher and the opponent would have to roll a 5 or lower.

My probability may be rusty but I believe to find the expected number you're going to get from a D20 is: 1/20 (1 + 2 + 3 + ....+ 18 + 19 + 20) = 11.

So you're going to semi-successful hit with the opponent being able to block, which in the end the opponent may or may not take a cut in the cheek. It depends on how you look at it.
Title: Re: Dice rolls
Post by: KayentaMoenkopi on January 26, 2015, 11:27:06 PM
it would be a fun experiment for a very precise form of combat.
Title: Re: Dice rolls
Post by: Eric on January 27, 2015, 06:28:43 AM
it would be a fun experiment for a very precise form of combat.

*gets into debate about whether hit or not by blitz attack vs blitz attack*

Rolls dice.

Prays to the random number generator for a value higher than opponent. Flips computer and playing board when RNG somehow grants a 1.
Title: Re: Dice rolls
Post by: Mei on January 27, 2015, 09:31:27 AM
it would be a fun experiment for a very precise form of combat.

It would be fun but we may need to modify it to fit SL.

They say luck also plays a role in battle. >.>
Title: Re: Dice rolls
Post by: Kyutu - Super King - on January 27, 2015, 09:57:46 AM
The problem would come with modifiers and how you would decide what needs rolls.

Going from the above suggestion:
If an acad throws a kunai at a kage-level ninja with lightning armor active and the acad gets a 20 while the kage rolls a 1, does the kage take a kunai to the heart and die?
Title: Re: Dice rolls
Post by: Eric on January 27, 2015, 01:34:51 PM
The problem would come with modifiers and how you would decide what needs rolls.

Going from the above suggestion:
If an acad throws a kunai at a kage-level ninja with lightning armor active and the acad gets a 20 while the kage rolls a 1, does the kage take a kunai to the heart and die?

pwned lol. That would make our battles more about luck than power without modifiers. But if we're going to make a stat system, we might as well go the extra yards and put technique stats.
Title: Re: Dice rolls
Post by: Becquerel on January 27, 2015, 04:30:02 PM
Making a stat system would be silly because everyone would be pure 5/5's across the board. But then again, if everyone was a 5/5 across the board, everyone would be equally matched in speed/power/etc.
And anyone that's been in a real battle would tell you that luck does play a big part in it. You hope you're lucky that there's not a sniper that's been watching you in a firefight and takes a pop at you as soon as you peek over cover. You hope you're lucky that you don't get shot by a random ricochet round. You hope you're lucky enough that they didn't hide any IEDs on your patrol path. Sure, battles take skill, but luck is a very important factor.

And what does or doesn't need dice rolls would be agreed upon by the players involved. Because dice rolls would not be mandatory for all fights and only used when players agree to it, it's up to the players in combat/RP to decide when dice rolls are necessary. Or, if a GM is involved, then leave it up for the GM to decide whether or not a dice roll is necessary, just like in a tabletop.
Title: Re: Dice rolls
Post by: Kyutu - Super King - on January 27, 2015, 05:15:07 PM
Making a stat system would be silly because everyone would be pure 5/5's across the board. But then again, if everyone was a 5/5 across the board, everyone would be equally matched in speed/power/etc.
And anyone that's been in a real battle would tell you that luck does play a big part in it. You hope you're lucky that there's not a sniper that's been watching you in a firefight and takes a pop at you as soon as you peek over cover. You hope you're lucky that you don't get shot by a random ricochet round. You hope you're lucky enough that they didn't hide any IEDs on your patrol path. Sure, battles take skill, but luck is a very important factor.

And what does or doesn't need dice rolls would be agreed upon by the players involved. Because dice rolls would not be mandatory for all fights and only used when players agree to it, it's up to the players in combat/RP to decide when dice rolls are necessary. Or, if a GM is involved, then leave it up for the GM to decide whether or not a dice roll is necessary, just like in a tabletop.

I see your point, but I can't help but feel there's a major difference between a real battle with guns where even the weakest, scrawniest man can kill the biggest dude with a lucky shot (which sounds similar to the acad vs. kage example before now that I think about it) and battles between magic throwing ninja.
Also, if it's the case where the players have to decide then prepare for two topics of arguing over whether a person would have successfully dodged a shot or not enough to have to roll the dice. Then after that no one will use them in any serious way.

This isn't to say I'm completely against the idea of dice, but we'd need a very very fine system before it'd be agreeable in any form. Otherwise it will end in fire long before it begins as soon as someone gets an unfortunate roll.
Title: Re: Dice rolls
Post by: Mei on January 28, 2015, 12:00:31 AM
Good point. Of course we have to take all those active techs into consideration.

For now, we can use dice rolls to settle disputes. If you feel that your opponent should have received more damage than s/he implied, why not settle it with a dice system?

Worst case - opponent's dmg report still stands
Best  care - opponent's dmg is one level higher.

It's a thought.
Title: Re: Dice rolls
Post by: KayentaMoenkopi on January 28, 2015, 07:29:46 AM
tired and will read more later, however...lightning armor would have a very sweet score of its own. Depending on what system you were running, just rolling a 20 would not mean the guy dies.

you got a hit...whoot. the resilience of the armor soaks damage and the kunai bounces off leaving the guy unharmed. Cause the kunai is kind of whimpy. However a really strong weapon might do more damage than the armor could soak.

And sometimes the less skilled dude gets the draw on the super gun man. Just ask Wild Bill Hickok or Jesse James.

What I think is cool that sometimes chance runs against you, sometimes it runs for you. It adds a variable to things that keep things from being too predictable.