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Half-Life 2 RP server



Rolling Critical System.

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Rolling Critical System.

Post by Cinere on Wed Feb 19, 2014 4:06 pm

"Critical hits" or lucky rolls play a roll (lelpun) in many games, role-play oriented once, like fallout or skyrim, and non-role-playing, like gambling, where you could get the same amount of money you put in, (breaking even), lose all your money, or winning a lot. Realistically, an untrained person firing at a combine from 50 meters could get a lot more complicated than you intend. For example, if they are wearing armor, the angle in which the bullet travels, the type of bullet, gravity, jams and misfires. In this server I assume, we tone it down. We understand bullet type and armor, and it would be stupid and rigorous to calculate all these chances, but we just roll to see who gets to decide how the bullet hits the other person. In reality, with a little luck, an untrained shooter could hit something vital, a weak point in the armor, punch someone where they didn't know an organ existed, be stronger than they thought. Sure, punching someone in the stomach doesn't mean they WILL vomit, but there is a chance they will, and will be a bit dazed for a moment, giving you a valuable chance to beat them while they're down.

We already have a system of chance, rolling in general. Here's what I propose.

0: Re-Roll for that person only.
Example:
Citizen attempts to shoot the combine in the stomach.
CCA rolls 92
Citizen rolls 0
(LOOC) Reroll
Citizen rolls 50
1: Critical Failure.
Citizen attempts to run away quickly.
CCA rolls 20
Citizen rolls 1
Citizen attempts to run, but trips over his own foot, falling to the ground instead.
// Usually, you'd get to just fail and not have the chance, the CCA would pin you down or something, this only puts you in a worse position.
100: Critical Success.
Citizen attempts to hit the combine in the mask, his jacket wrapped around his knuckles.
CCA rolls 60
Citizen rolls 100
The citizen punches the combine on his eye plate, it shattering into his eye, blinding him.

Sure, this system could be a bit exaggerated, but just as winning normally can, only you are influenced to bend the results more or less towards your outcome. Equal chance to lose hard or win.

If both get a critical failure/success, re-roll. They equal each other out.

This can be tweaked.






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Re: Rolling Critical System.

Post by General Cergis on Wed Feb 19, 2014 4:23 pm

Sounds smexy
+Support
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Re: Rolling Critical System.

Post by General Alpha on Wed Feb 19, 2014 5:46 pm

Neutral

I kinda like it but at this moment I don't think it would be wise to add it in, as it would only add to the OOC arguments that occur in actionRP.

In the future I say this could work just not at this moment mainly due to the OOC  arguments that tend to happen in actionRP.
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Re: Rolling Critical System.

Post by General Bravo on Wed Feb 19, 2014 6:10 pm

-support.

As it is, I advocate for as little usage of rolling and as much use of realism as possible. Going off of what CallChaos said, I don't even think this will somehow get better in the long term. Just because it works in D&D doesn't mean it'll work here.

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Re: Rolling Critical System.

Post by Colonel HollerHavoc on Wed Feb 19, 2014 6:29 pm

IMO, it seems a little much to add, I mean we need a simpler system as it is. I 100% agree with Call on this one, And General Bravo. It just adds to even more micro managed shit people have to read. But, it is creative, I'll give you that. Thing is, not everybody is fair. With bonuses it will make things feel twice as overpowered and I am pretty sure a lot of people will ignore the rolling a 1 rule.

I'm sorry, It's a good Idea, but I don't think it will work out in the long run

-Support

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Re: Rolling Critical System.

Post by Diamond_miner56 on Thu Feb 20, 2014 1:58 am

I agree with the others I think this is a good idea but in the long wrong it will not work out.

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Re: Rolling Critical System.

Post by Mr. Bubbles on Thu Feb 20, 2014 12:35 pm

I just stay away from rolling at all costs. It's always such a pain in the ass. Any situation can be realistically roleplayed, it's just up to the partners to realize that...
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Re: Rolling Critical System.

Post by Cinere on Thu Feb 20, 2014 4:04 pm

Understandable. P2L is always a better system, since most actions aren't pure chance. Thanks for the effort of posting at least, Razz
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Re: Rolling Critical System.

Post by Colonel HollerHavoc on Thu Feb 20, 2014 5:11 pm

So how do you feel about this Cinere? You want to keep this suggestion going in hope of more support or close it? Your choice.

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CCA-C18-HELIX-DvL.64007: Alive, Observing over his divisions units/Enhancing his OCULUS AUG.

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Doug Suddler: Alive, Surviving his way and his way only.

Hak'Navel: Alive, Freed Using his power to help The Great Rose and the rest of the Lambda and is thankful for his saviors.

Daniel Fernandez: Alive, Level 5 CWU, Doing whatever he possibly can to benefit the CCA.

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Re: Rolling Critical System.

Post by Cinere on Thu Feb 20, 2014 7:33 pm

Might as well close it.
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Re: Rolling Critical System.

Post by Colonel HollerHavoc on Fri Feb 21, 2014 12:38 am

{Thread Locked at the discretion of the creator}

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CCA-C18-HELIX-DvL.64007: Alive, Observing over his divisions units/Enhancing his OCULUS AUG.

Jenny Lanes: Alive, Finding her ground, Hope far from leaving her.

Doug Suddler: Alive, Surviving his way and his way only.

Hak'Navel: Alive, Freed Using his power to help The Great Rose and the rest of the Lambda and is thankful for his saviors.

Daniel Fernandez: Alive, Level 5 CWU, Doing whatever he possibly can to benefit the CCA.

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Re: Rolling Critical System.

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