Post by Z on Mar 30, 2013 7:22:38 GMT -5
[atrb=cellpadding,0,true][atrb=cellspacing,0,true][atrb=border,0,true][atrb=valign, top][atrb=style,background-color:DADADA; border: 2px solid #2E2E2E;][atrb=width,370,true] deceit system the formula Overview The "Deceit System" will likely be the bread and butter of the "I Am Justice" structure and the focal point of player RolePlay. It involves the implementation of randomized on-board dice rolls to determine the success of player vs player actions such as arrest attempts, assassinations etc. The system is optimized for swift determinations of outcomes of such actions so that disagreement between members or criticism of a roller's bias can be neutralized and the focus of member enthusiasm and energies can be directed unfailingly towards quality storytelling and an enjoyable experience for all parties. At the same time, the system also allows for maximum creativity and flexibility in terms of strategies, tactics and pre-organized plots. Character specialties as a function of general characterization also are accommodated for through the "Skills" system as outlined in the next section of the Central Database. The Formula The "Deceit System" formula itself is relatively easy to grasp. One taking a specified "Action" as seen on the "Actions" page; which will inevitably be determined to fall into one of the governing categories of "Escape v Apprehension", "Survival v Execution," or otherwise, if the circumstances do not fall into the set categories, "Failure v Success", must make a reply to the "Actions" thread in the "RolePlay Central" board notifying of an "Action" that has been taken and requires a roll. From this point, a member of the staff will reply to the RolePlay thread in which the "Action" is being taken with a roll of five of the twenty sided on-site dice (for maximum randomization effect) provided to staff and members alike via the ubbc coding bar at the top of every post-creation field. The total sum of the result of all five rolls is then added up. If the final sum is 1-50; then the result of the left side (specifically an Escape in the Escape v Apprehension action, a Survival in the Survival v Execution action and Failure in the Failure v Success action) takes effect and the RolePlay continues accordingly with that result. If the final sum is 51-100, then the result of the right side (specifically an Apprehension in the Escape v Apprehension action, an Execution in the Survival v Execution action and Success in the Failure v Success action) takes effect and the RolePlay continues accordingly with that result. Value Modifiers Value modifiers exist within the "Deceit System" through "skills" and "deceit stratagems." Value modifiers that exist as a function of skills typically apply to all RolePlays that a character participates in. "Deceit Stratagems", however, are pre-planned stratagems for specific RolePlay(s) that can be set up with the following criteria; -Must PM a staff member with the details; e.g. the trigger conditions and the desired outcome of a deceit stratagem ahead of time. The extent of the value modifier as a function of a "deceit stratagem" will be determined upon it's triggering eg. -10 to the required value for apprehension. "Skills" could give a character all sorts of modifications eg. an instant +20 to the required value for escape such as a +20 to the required value for escape for a "Master Escapist." ⇐ Getting Started |
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