Post by Owl on Dec 24, 2019 16:02:02 GMT -5
.. DICE ROLLING GUIDE ..
Table of Contents:
Quick Guides
The Basics
How Skills Come into Play
Fighting Guide
Hunting Guide
Other Rolls
Quick Guides:
This section is for if you need a refresher. If you're new to our dice rolling system, check out the full guides below!
Fighting Quick Guide:
Defense vs Defense:Nothing happens. There's no attack for either cat to defend against.
Attack vs Defense: If the attack roll is higher than the defense roll, the attacker lands a hit. Though because the character defended, even if their defense score is lower than their opponent's attack score, they get a -2 on the damage roll. If the defense roll is higher than the attack roll, then the defender successfully withstands or evades the attack.
Attack vs Attack: Whichever attack roll is higher wins. There is no -2 on damage rolls.
Note: You may only roll one extra roll per post, and it must make sense for the action that the character is performing. For fighting that takes place due to an event, each battle will be regulated by a staff member. Feel free to ask them if your extra roll would be valid in the situation.
Defender (or the cat who the damage is applying to) always rolls for damage. You have to roll for damage before you can decide on your character's next action.
Damage Range:
<1: (only in instances where a character defends) Attacker miraculously misses, or they do land a hit but the damage is insignificant.
1-6: Minor injury.
7-14: Moderate injury.
15-18: Severe injury.
19-20: Severe injury, and the affected cat is stunned for the next roll.
Attack vs Defense: If the attack roll is higher than the defense roll, the attacker lands a hit. Though because the character defended, even if their defense score is lower than their opponent's attack score, they get a -2 on the damage roll. If the defense roll is higher than the attack roll, then the defender successfully withstands or evades the attack.
Attack vs Attack: Whichever attack roll is higher wins. There is no -2 on damage rolls.
Note: You may only roll one extra roll per post, and it must make sense for the action that the character is performing. For fighting that takes place due to an event, each battle will be regulated by a staff member. Feel free to ask them if your extra roll would be valid in the situation.
Defender (or the cat who the damage is applying to) always rolls for damage. You have to roll for damage before you can decide on your character's next action.
Damage Range:
<1: (only in instances where a character defends) Attacker miraculously misses, or they do land a hit but the damage is insignificant.
1-6: Minor injury.
7-14: Moderate injury.
15-18: Severe injury.
19-20: Severe injury, and the affected cat is stunned for the next roll.
Hunting Quick Guide
Notes:
Detecting Prey Range: (uses hearing, smelling, and/or eyesight)
<1-1: Your character is having a lot of trouble with this sense today. You cannot roll using this sense for the rest of the thread.
2-5: Your character can't detect anything using this sense right now. Requires another roll.
6-10: Your character can tell that there is prey lurking nearby, but they do not know where or what it is. May require another roll to pinpoint the location. -2 to stealth roll.
11-15: Your character can tell that there is prey around, and they know the general area where it is and can make a guess as to what species.
16-20: Your character knows exactly where the prey item is, and they also know what animal it is. +2 to stealth roll.
Stealth Range: (uses stealth skill)
<1-1: Your character makes a huge mistake while stalking, and scares away not only they prey they were looking for but all the prey in the surrounding area. -5 to all detecting prey rolls for the rest of the thread.
2-6: Your character makes a mistake while stalking, and the prey flees. Your cat will have to retry from the start.
7-10: Your character makes a small mistake while stalking and the prey is alerted/starts to flee. Your cat is still able to attempt to catch it. -2 to catching roll.
11-16: Your character does an average job of sneaking up on the prey item. It is on alert, but hasn't moved yet.
17-20: Your character does an excellent job of sneaking up on the prey, it hardly notices you! +2 to catching roll.
Catching Range: (uses hunting skill)
<1-1: Your character completely misses their prey, and gains an injury in the process. Ie. a twisted/sprained paw, scrape, or chipped tooth.
2-6: Your character completely misses their prey, and it either gets away or is able to fight back. Aw, rats!
7-10: Your character almost misses their prey, but is able to hold on to it and they make a messy kill. It's edible, but has claw marks.
11-16: Your character makes their catch without much trouble. It's nothing spectacular, but nothing to sneeze at either.
17-20: Your character gracefully makes their catch like an expert! What a showoff.
Prey Type Range: (Optional)
1-10: Your character is going after a small/common piece of prey.
11-15: Your character is going after an medium/uncommon piece of prey.
16-20: Your character is going after a large/rare piece of prey.
- You will gain a +2 for skills that are a strength, and -2 for skills that are a weakness.
- Any +/-'s from the detecting prey rolls do not stack (no more than +2 or -2).
Detecting Prey Range: (uses hearing, smelling, and/or eyesight)
<1-1: Your character is having a lot of trouble with this sense today. You cannot roll using this sense for the rest of the thread.
2-5: Your character can't detect anything using this sense right now. Requires another roll.
6-10: Your character can tell that there is prey lurking nearby, but they do not know where or what it is. May require another roll to pinpoint the location. -2 to stealth roll.
11-15: Your character can tell that there is prey around, and they know the general area where it is and can make a guess as to what species.
16-20: Your character knows exactly where the prey item is, and they also know what animal it is. +2 to stealth roll.
Stealth Range: (uses stealth skill)
<1-1: Your character makes a huge mistake while stalking, and scares away not only they prey they were looking for but all the prey in the surrounding area. -5 to all detecting prey rolls for the rest of the thread.
2-6: Your character makes a mistake while stalking, and the prey flees. Your cat will have to retry from the start.
7-10: Your character makes a small mistake while stalking and the prey is alerted/starts to flee. Your cat is still able to attempt to catch it. -2 to catching roll.
11-16: Your character does an average job of sneaking up on the prey item. It is on alert, but hasn't moved yet.
17-20: Your character does an excellent job of sneaking up on the prey, it hardly notices you! +2 to catching roll.
Catching Range: (uses hunting skill)
<1-1: Your character completely misses their prey, and gains an injury in the process. Ie. a twisted/sprained paw, scrape, or chipped tooth.
2-6: Your character completely misses their prey, and it either gets away or is able to fight back. Aw, rats!
7-10: Your character almost misses their prey, but is able to hold on to it and they make a messy kill. It's edible, but has claw marks.
11-16: Your character makes their catch without much trouble. It's nothing spectacular, but nothing to sneeze at either.
17-20: Your character gracefully makes their catch like an expert! What a showoff.
Prey Type Range: (Optional)
1-10: Your character is going after a small/common piece of prey.
11-15: Your character is going after an medium/uncommon piece of prey.
16-20: Your character is going after a large/rare piece of prey.
The Basics:
The "dice roll" is really just a random number generator (rng) that we use to add a bit of chance to our threads and events. This randomly generates a number between 1 and 20 to be used in battle scenarios and such. The code for a roll is: [ roll ] without the spaces. It looks like this:
0NQYl1CM
How Skills Come into Play:
On your character's application, you have distributed a set of skills between their strengths, weaknesses, and normals:
A skill that is in Strengths adds a 2 (+2) to any roll using that skill. For example, if your character has swimming as a strength and they need to roll to fight of a particularly tough current, they will get a +2 to that roll.
A skill that is in Normals doesn't add anything to a roll, but it doesn't take anything away either!
A skill that is in Weaknesses subtracts a 2 (-2) from any roll using that skill.
The skills in contention are as follows: defense, attack, eyesight, hearing, smelling, hunting, swimming, speed, stealth, jumping, climbing, and flexibility.
Defense is how good your character is at defending against an attack! It is applied to defense rolls against a foe that can fight back.
Attack is how good your character is at landing a blow on an opponent! It is applied to attack rolls against a foe that can fight back.
Eyesight is how well your character sees and also how perceptive they are. It can be used in many situations. They notice things like marks in the dirt from a scuffle, fur stuck in bushes, et cetera. This skill will come into effect when searching for things or locating a prey item while hunting.
Hearing is how well your character can hear and process the information they are hearing. They may be able to pick up sounds that other cats miss, such as bird wings or water falling. This skill will come into effect when searching for things or locating a prey item while hunting.
Smelling is how easily your character can pick up scents and distinguish them. They may be able to smell and track fainter scents, or tell the difference between two very similar smelling plants. This skill will come into affect when searching for things or locating a prey item while hunting.
Hunting is how well your character can track down and catch prey! Not necessarily how well they can stalk or chase; however. It touches upon many skills and masters none. This skill will affect hunting rolls.
Swimming is how well your character can swim! It is useful for getting through water that is too deep for a cat to walk in. This skill will come into effect when, of course, swimming.
Speed is how quick your character's reflexes are and how fast they can move. This skill will come into effect when running, fleeing, or chasing after things, and can be applied to evasive defense maneuvers.
Stealth is how well your character can sneak up on things and stay quiet when they need to be. This skill can come into effect when hunting or when the character needs to be sneaky.
Jumping is how well your character can jump, both up and across a distance. Cats can jump pretty high! This skill can come into effect during some evasive maneuvers or whenever else jumping is needed.
Climbing is how well your character can scale things like trees, rocks, etc. and not struggle or fall. This skill comes into effect when a character is climbing or holding on to something that they don't want to let go of with their paws.
Flexibility is how well your character can bend and perform certain complex maneuvers. It is also evident of how dexterous a cat is (how good they are with their paws). This skill can come into effect when a cat needs to use their paws, fit through a tight space, and other actions. It also applies to how easily your character can land on their feet without injury if they fall a distance.
Fighting Guide:
You decide your character is going to get into a fight. First you need to find a partner (or partners, in a group fight- but we'll cross that bridge when we come to it.) Each post is only about a few seconds in the fight, so you can only perform one action per post. If you reply first, you must decide if your character is going to attack or defend. Say I have a character named Shimmerpaw, and these are his skills:
Strengths: Smelling, speed, hunting, flexibility
Normals: Defense, swimming, stealth, eyesight
Weaknesses: Attack, hearing, jumping, climbing
Shimmerpaw isn't particularly good at attack or defense, but he's slightly more of a defensive cat. He won't get any bonuses for using defense, but when attacking he gets a -2. So I decide that this turn, given that he's better at it, he'll defend. Depending on what exactly he does as defense, I can roll another dice to help his odds. Shimmerpaw has speed as a strength! If I have him do something speedy, like dodging, he can have a higher chance of succeeding if his opponent attacks. So I roll him a number for defense:
Shimmerpaw's Defense:
And then I would roll a dice for speed, and give him a +2 since it is one of his strengths. You can still roll for speed if your character wants to dodge but doesn't have it as a strength, just be sure to add the right +/-.
Shimmerpaw's Speed: + 2
If his speed roll is equal to or over 10, then I can add a +2 to his defense. So if Shimmerpaw had the defense as a strength +2 and got another +2 from his speed roll, he would have a total of +4! Which is a pretty big advantage if you're lucky enough to have both.
Sadly, I only get a 1 for his speed, and even with the bonus that is nowhere near close enough to add anything to his defense. But he did get a pretty good defense score, 13. His evasive maneuver will only succeed if it is higher than his opponent's attack score, though! Let's hope it's enough.
Now, I have to wait for his opponent to roll. His opponent will have to attack, since Shimmerpaw is defending or else nothing will happen. Let's say his opponent has attack listed as a strength, so they get a +2 to their roll:
Opponent's Attack: + 2
17 is amazing on it's own, but with the +2 it's 19! Either way, Shimmerpaw's opponent is wise to his game and is able to land a hit on him. Now we have to roll for the damage that this attack deals on Shimmerpaw. This only happens if the attack succeeds, otherwise Shimmerpaw would have successfully dodged. Whichever person the damage roll is affecting gets to roll it, so the turn goes to Shimmerpaw and the first thing I have to do is roll for his damage. In sparring scenarios, there's no need for a damage roll because cats shouldn't be hurting one another. The damage range is as follows:
<1: (only in instances where a character defends) Attacker miraculously misses, or they do land a hit but the damage is insignificant.
1-6: Minor injury.
7-14: Moderate injury.
15-18: Severe injury.
19-20: Severe injury, and the affected cat is stunned for the next roll.
But there is still something else to add! Since Shimmerpaw defended, he gets a -2 on the damage roll. So he'll get slightly less damage than otherwise. This also means he cannot be stunned, as that would require a 19 or 20 and the highest damage Shimmerpaw could get with the -2 is an 18.
Shimmerpaw's Damage: - 2
Oh dear. That's a nat20 right there. A nat (short for natural) number is when you roll and get the number without any bonuses. So a nat20 is really lucky! But in this case, it's really unlucky for Shimmerpaw. But because he defended, he only gets a severe injury and isn't stunned for this next turn!
After rolling his damage, I get to roll Shimmerpaw's action. This time, he wants some revenge and decides to attack. I'll remember to subtract 2 from his roll because attack is a weakness:
Shimmerpaw's Attack: - 2
Maybe that injury is holding him back. The 4 is dropped to a 2 because he has a negative attack skill.
Let's say that instead of defending, Shimmerpaw's opponent attacks again. When two defenses are rolled, nothing happens between the two cats because neither has anything to defend against. When two attacks are rolled, whoever gets the higher roll makes a hit.
Opponent's Attack: + 2
Shimmerpaw's opponent rolls a 5, which is enough to beat Shimmerpaw's attack! My poor boy is getting hammered. Let's see what his damage is. This time, because he wasn't defending, he doesn't get any additions to the damage roll.
Shimmerpaw's Damage:
If your cat is fighting multiple foes you do basically the same thing as here, but you also have to decide which enemy your cat is attacking. You do not have to specify if defending, as cats can defend against an attack from anyone.
Hunting Guide:
It's hunting time! Hunting is an important part of all warriors lives, but keep in mind that you don't have to use these rolls in a regular roleplay thread unless you want to! They will only be required if there is some kind of official hunting competition or similar. You will gain a +2 for skills that are a strength, and -2 for skills that are a weakness.
First you have to locate the prey! You can use three different skills for this, depending on the situation. They are: hearing, smelling, and eyesight. You can even roll for all three, if you like, as cats will be utilizing all their senses to search for prey.
Detecting Prey Range:
<1-1: Your character is having a lot of trouble with this sense today. You cannot roll using this sense for the rest of the thread.
2-5: Your character can't detect anything using this sense right now. Requires another roll.
6-10: Your character can tell that there is prey lurking nearby, but they do not know where or what it is. May require another roll to pinpoint the location. -2 to stealth roll.
11-15: Your character can tell that there is prey around, and they know the general area where it is and can make a guess as to what species.
16-20: Your character knows exactly where the prey item is, and they also know what animal it is. +2 to stealth roll.
Your character doesn't have to get a passing number in every skill that you roll for them to be able to find prey! You just can't cross things over. For example, if you roll a 4 for hearing but a 16 for smelling, your cat hears nothing but they can smell and pinpoint the prey's location. The -2 and +2 do not stack (ie. if your character gets more than one 16-20 roll they do not get more than +2 added on to the stealth roll), and the most a character can get is -2 or +2. They can cancel one another out though!
After your character knows the whereabouts of the prey, they have to roll using the stealth skill to sneak up on it!
Stealth Range:
<1-1: Your character makes a huge mistake while stalking, and scares away not only they prey they were looking for but all the prey in the surrounding area. -5 to all detecting prey rolls for the rest of the thread.
2-6: Your character makes a mistake while stalking, and the prey flees. Your cat will have to retry from the start.
7-10: Your character makes a small mistake while stalking and the prey is alerted/starts to flee. Your cat is still able to attempt to catch it. -2 to catching roll.
11-16: Your character does an average job of sneaking up on the prey item. It is on alert, but hasn't moved yet.
17-20: Your character does an excellent job of sneaking up on the prey, it hardly notices you! +2 to catching roll.
Now that your character is close enough to pounce, you have the last roll to see if your character is able to catch and kill the prey item. This uses the hunting skill, of course!
Catching Range:
<1-1: Your character completely misses their prey, and gains an injury in the process. Ie. a twisted/sprained paw, scrape, or chipped tooth.
2-6: Your character completely misses their prey, and it either gets away or is able to fight back. Aw, rats!
7-10: Your character almost misses their prey, but is able to hold on to it and they make a messy kill. It's edible, but has claw marks.
11-16: Your character makes their catch without much trouble. It's nothing spectacular, but nothing to sneeze at either.
17-20: Your character gracefully makes their catch like an expert! What a showoff.
If you like, there's a roll you can do to decide what kind of prey your cat will be catching. You can do this at the same time you're doing a detecting prey roll. There are no add ons to this roll.
Prey Type Range: (Optional)
1-10: Your character is going after a small/common piece of prey.
11-15: Your character is going after an medium/uncommon piece of prey.
16-20: Your character is going after a large/rare piece of prey.
Other Rolls:
will be added as they arise/are suggested.
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