Thoughts on rolls in emote fighting
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Skarain
Lyniath
Theo
Amaryl
Jeanpierre
Zinkle Figgins
Rentarn
Lexgrad
Quin
Ledgic
Morinth
Thelos
John Helsythe Amaltheria
Seranita
Shaelyssa
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itsy
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29 posters
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Re: Thoughts on rolls in emote fighting
while the other side of the emote fighting coin, is that everyone gets bogged down by ego's and an inability to see your own flaws and the want to win every fight because your char is just do damn awesome...
Thats hugely overblown on the forums. Any RPer worth their salt knows to utilise their flaws, and provide a balanced experience. I usually lose most of my fights because my chars are not fighters, but even still the other person usually has some wounds and hard damage against them. If someone is going to be ultra powerful and playing soley to win (instead of playing to create good RP) then they're not worth RPing with
Lyniath- Posts : 2554
Join date : 2011-09-04
Age : 29
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Re: Thoughts on rolls in emote fighting
Lyniath wrote:while the other side of the emote fighting coin, is that everyone gets bogged down by ego's and an inability to see your own flaws and the want to win every fight because your char is just do damn awesome...
Thats hugely overblown on the forums. Any RPer worth their salt knows to utilise their flaws, and provide a balanced experience. I usually lose most of my fights because my chars are not fighters, but even still the other person usually has some wounds and hard damage against them. If someone is going to be ultra powerful and playing soley to win (instead of playing to create good RP) then they're not worth RPing with
once you see people backflipping over other people as they stand still, it doesn't turn out to be "hugely Overblown" you can easily claim "then they're not worth rping with" but that's not a choice you can always make without just abandonning 2 weeks of rp while being the middle of an event, it is not overblown, it is infact the reason, why most people only emote fight with people they actually know and rp with often...
Amaryl- Posts : 2895
Join date : 2010-08-25
Age : 36
Location : The Netherlands
Re: Thoughts on rolls in emote fighting
Agreed. I think on all my toons I to have lost mist fights most my wins were ambushes
Seranita- Posts : 4808
Join date : 2010-09-26
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Name: Monrena
Title: Trainee Vindicator/engeneer
Re: Thoughts on rolls in emote fighting
Ps. If I do ever roll.. I will usualy alter the threshold required to sucseed in my roll depending on the "enamy"'s skill compared to mine. For example. If monny got into a fight she would be at the moment a phisical matchfor a hobo anything stronger. She would struggle this she would try and run instead
Seranita- Posts : 4808
Join date : 2010-09-26
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Name: Monrena
Title: Trainee Vindicator/engeneer
Re: Thoughts on rolls in emote fighting
People emote fight with those they RP with often because they trust those people to be good Rpers. New RPers should be able to prove themselves as being worthwhile. Rolls would probably be good to ease them in to the "you dont always win" aspect of Rp, and gradually they replace rolls with common sense
Lyniath- Posts : 2554
Join date : 2011-09-04
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Re: Thoughts on rolls in emote fighting
Amaryl wrote:
and the bottom line is that none of these systems are perfect, and none is better then other, they all have there drawbacks, they all have their bonuses, and imo they all have their place.
I think this pretty much sums up my view as well.
I like to integrate the game as much as viable... simply because it's all there! Blocks, swings, hits, misses, spells... We are using the setting, the models, the world.. So why not use all the spells and effects available?
But I don't like to be restricted to the game. My characters tend to live in stories I write on this forum as much as they do in the game... and sometimes I can express the characters better outside the game.
Pure emotes approach this liberty best of all, but they can get tedious, take too much time and create a time discrepancy.
Rolls are a fun way to add "unexpected" situations, or to loosen rigid "control". Without rolls... one -has- to make their character loose. Which is fine! But often such things come with a feeling that they didn't get the most out of their character. I try to imagine my vet-soldier/guard. He wouldn't likely be overcome and be taken by surprise so quickly... But that doesn't mean that being knocked out from the first blow in a surprise attack is impossible.
Rolls can help here, by adding randomness. My fighter could be awesome and last well in a fight... or be one of those unlucky bastards that catches the first bullet fired.
In the end.. all of these methods are just tools. Tools to RP and nothing more (and nothing less). So basically the RP setting tends to decide the best tool. Just keep in mind that the variety of situations that RP tends to deliver, is quite likely to test the validity of your tool.
Our adaptability is already trained to perfection, making us as good as the A-Team where we need only 1 wrench to turn a minivan into a tank. All we need to settle on is whether a tank, or a cauliflower cannon will be our best strategy to handle the situation.
Re: Thoughts on rolls in emote fighting
Havn't read all posts, too much, didn't read.
I recalled back in Wotlk, when I was in the guild called "Lichbanes". We had a lot of RP-Skirmishes with the Crimson Flame where our characters were just common foot soldiers, and didn't have any titles or special abilities which most RP characters these days have. We were trying to make sure we were even numbered, and took turns in leading these events, as we called "Chess events" (for reasons unknown to me). We started off 1v1, dividing the allies and opponents and those two were always in a group. After that, we rolled once. The one who got the highest got to strike first.
The one who won the roll, got to write the first emote, both players roll to attack/defend. Incase the attack was successfull, the one who was hit had to write an emote of getting hit, what injury was caused by the attack. After that, the attacker was allowed to strike again. If the attack failed, the defender was allowed to retaliate with a new emote, which was also rolled for. And it kept going like that until one was defeated.
You had three strikes. Once you/your opponent hit you/him/her thrice, you/he/she was too weak to keep fighting and you were allowed to deal the final blow to kill you/him/her.
We often made ambush events. The ones having the element of surprise had the first strike then, NO EXCEPTIONS.
Having said all of this, we cannot expect everyone to agree to roll fights. As everyone knows, 99% of all the RPers doesn't want to have their character killed. Barfights, streetfights, arguments leading to fistfighs, attacks from Cultists in Duskwood, some fights are unplanned and random. Sometimes, RPers need to think what their characters are capable of, what their limits are, what they can and can't do, in essence. If you're down at the ground, and someone is trying to impale them with a massive halberd, doing "/e dodges to the side and rolls over like a motherfucking ninja" will look retarded.
I like both common emote fights where cunning can give you the win. I like roll fights because it's based on chance. Every player have the same chance of getting 1-100. It's a fair system. Fair doesn't mean the best way to go. It's a good system, I don't see any problem with it.
I recalled back in Wotlk, when I was in the guild called "Lichbanes". We had a lot of RP-Skirmishes with the Crimson Flame where our characters were just common foot soldiers, and didn't have any titles or special abilities which most RP characters these days have. We were trying to make sure we were even numbered, and took turns in leading these events, as we called "Chess events" (for reasons unknown to me). We started off 1v1, dividing the allies and opponents and those two were always in a group. After that, we rolled once. The one who got the highest got to strike first.
The one who won the roll, got to write the first emote, both players roll to attack/defend. Incase the attack was successfull, the one who was hit had to write an emote of getting hit, what injury was caused by the attack. After that, the attacker was allowed to strike again. If the attack failed, the defender was allowed to retaliate with a new emote, which was also rolled for. And it kept going like that until one was defeated.
You had three strikes. Once you/your opponent hit you/him/her thrice, you/he/she was too weak to keep fighting and you were allowed to deal the final blow to kill you/him/her.
We often made ambush events. The ones having the element of surprise had the first strike then, NO EXCEPTIONS.
Having said all of this, we cannot expect everyone to agree to roll fights. As everyone knows, 99% of all the RPers doesn't want to have their character killed. Barfights, streetfights, arguments leading to fistfighs, attacks from Cultists in Duskwood, some fights are unplanned and random. Sometimes, RPers need to think what their characters are capable of, what their limits are, what they can and can't do, in essence. If you're down at the ground, and someone is trying to impale them with a massive halberd, doing "/e dodges to the side and rolls over like a motherfucking ninja" will look retarded.
I like both common emote fights where cunning can give you the win. I like roll fights because it's based on chance. Every player have the same chance of getting 1-100. It's a fair system. Fair doesn't mean the best way to go. It's a good system, I don't see any problem with it.
Eowale- Posts : 1747
Join date : 2010-03-12
Age : 31
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Re: Thoughts on rolls in emote fighting
Eowale wrote: "/e dodges to the side and rolls over like a motherfucking ninja"
IT'S ALWAYS WORKED FOR ME.
Morinth- Posts : 4492
Join date : 2010-08-15
Age : 35
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Name: Captain Morinth
Title: Queen of the Pirates! (self-proclaimed!)
Re: Thoughts on rolls in emote fighting
/e vanishes in a blue flash.
erwtenpeller- Posts : 6481
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Re: Thoughts on rolls in emote fighting
/e cowers and tries to run away
Seranita- Posts : 4808
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Re: Thoughts on rolls in emote fighting
Anyone considered rolls and modifiers?
Say character A is a seasoned warrior, while character B is an untrained civilian.
Is it likely that B wins the fight? No. Thus we add a modifier of +X to the warrior's rolls (say +15 or the likes, this will be up to the participants to figure out)
Is it impossible for B to win? No. Thus we roll. Even good fighters can loose on a bad day.
Sorry about necroing, but it seemed relevant.
Say character A is a seasoned warrior, while character B is an untrained civilian.
Is it likely that B wins the fight? No. Thus we add a modifier of +X to the warrior's rolls (say +15 or the likes, this will be up to the participants to figure out)
Is it impossible for B to win? No. Thus we roll. Even good fighters can loose on a bad day.
Sorry about necroing, but it seemed relevant.
Guest- Guest
Re: Thoughts on rolls in emote fighting
Modifiers are nice, but they're typically too complicated (not to mention there is no baseline system that everyone agrees with) for use in standard RP. They work great if you're emoting with someone whom you use the same system with, though.
Drustai- Posts : 3194
Join date : 2010-10-10
Location : Gotland, Sweden
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Name: Archmage Drustai
Title: The Necromancer
Re: Thoughts on rolls in emote fighting
but they're typically too complicated
I still prefer it to doing emote fights without rolls with strangers/guildies I don't know. Even if you agree on a silly +98 to the other person, there's a theoretical chance of victory. Without the rolls, many won't let that happen
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