It is interesting to read the feedback here. I created the dice system as simple and generic as possible but could be a sandbox with its own rulesets. Similar to the original brother, the Pen&Paper system.
What I can add are certain presets similar to what I created for the FD-Federation: !set FDF These preset also come with their unique rulebook and power bars.
And not all attacks have a 50/50 chance. Some have a 75% chance.
At one point, the idea was that the dice system might calculate in the strength settings of the character sheet. Like a rough draft, the idea exists that we allow Federations to create a ruleset of how and when the character sheet value rises. As an idea, a Federation member must submit a "Workout story - NPNG" The federation owner or bounce read this story and then set his arm and leg strength to +3. (And I'm sure you guys would come up with a workout to increase dick :D )
If someone gets injured during a fight, maybe Fed bouncers would lower some other values then. And he must submit another rest story.
From a technical point of view, Characters joining this kind of Roleplay Federations would pass on the right to modify the Character sheet values themself. The fed-admin or fed-bouncer can then decide how the fight/training impacted the character values on every submitted story. (Maybe even adding the option for injuries)
Eighter only uses this system to track the values without using the dice fight option in the chat.
Or the Federation only accepts dice fight stories, and based on a rule set, the character sheet attack values are taking into the calculation of the success/damage.
But to be honest, I'm not sure if this system would be used or if anyone would be interested in such a feature. It would more go down the road of a Tabletop role-playing game but would not be helpful for the brief fighting encounters 1on1.
I'm curious for the feedback! Implementing this would be a ton of work. Do we have Pen&Paper guys or girls here?
I agree with KarinaFighter: the system is flexible and allows fighters to use it with more or less complex rules. I have been really interested to see the variations that have been shared in this thread.
Thing is: I don't agree that cyberfight is or should be like Pen & Paper. 2 different worlds. In a cyberfight I mainly enjoy the magic of words over some calculation.
And even when it comes to Pen & Paper some peeps might enjoy more complex rules or prefer simple rules.
It is impossible to serve everyone wih only 1 same ruleset.
Hey Mr (Ms?) tech, I think the system is very good as it stands, one can always adjust the odds of the fight by changing starting health points. The issue, in my opinion, is the complexity of the rules, which is more an issue for the fighters to decide.
!set HP 100/100 (or adjust this based on fighters stats);
!flip to see who starts
2 Actions per turn;
Describe your attack in vivid, descriptive text, then use the commands to see the outcome (below)
Use !attack for any type of strike action or trip/throw, use !hold for a submission hold and !damage for damage (x2) done while holding someone in a hold. Use !escape to try to get out of a hold (you get 1 chance to escape, and then 2 offensive actions if you escape)
Your opponent will describe your attack on them by the outcome of the dice and then counter attack
I like that! It keeps things simple so the match flow is still up.
Randy Cruise (deleted member)
2021-07-09 02:38
Like Bulldog Bensen, I keep things simple. Just three commands that I use consistently (attack/hold, damage and escape). In some cases, where there is a huge difference in size, rather than change the dice, I change the power bars to reflect this difference (for example, if I weigh 215 and my opponent weighs 263, then my HP is 100 and his is 122). Some people (this gets too complicated for me) use extra attack dice when fighters are more than half their HP, and then go down to only one after that. The key as has been said in one of these replies, is flexibility.
2 actions per turn, but I reverse the order you mentioned in your other post:
Use attack as you suggest.
If successful, then roll damage. Depending on how high the damage roll is, describe attack in vivid but appropriate detail (I use a simple rule of thumb - 5 and under is is a regular move/hold such as rear naked choke or European uppercut, and 6 or above is power move or serious sub hold).
If Unsuccessful, describe your intended attack and its failure in an equally descriptive way.
Dicematches always have pros and cons. In general I love freeflow/fight or yt based matches but a dicematch can be tons of fun too as long as you keep the rules simple here. And yes, I agree to Karina: I love to fight as a human here instead of some superhero. Just my 2 cents :)
Bulldog Bensen (deleted member)
2021-07-08 14:22
I love using it in various hot ways, its more fun to make up rules for your matches rather than follow some guidelines someone has made. I have used it in various hot ways, hit me up sometime in chat, we can chat more about it some time.
blondteen (deleted member)
2021-07-07 03:08
I did wonder if things like the strength stats would ever impact the dice fights. Generally though I think there should be the ability to negotiate a modifier at the start. Like if I'm stronger, faster and more highly skilled it is silly for the less capable opponent to have the same chances I do.
My vague plans for +dice is to use it as a RP indicator. If I score better things swing more in my favour, if the other guy it goes against me. Could be I've already got him under control but the +dice advantage enables him to RP escaping and being even again. Guess I like the idea of "dice guided" RP but not so much the rigid systems that are listed around here.
First of all I would like to state, that I recently started using the dice and hitpoint system more and more and it is a ton of fun!
Thanks for this great tool!
What I would like to discuss here is the idea to have some element of influencing the likelyhood of an attack to succeed.
As far as I understand, currently the chance to hit is 50/50 during the whole fight.
What might be interesting in my view, could be some algorithm, which would reduce the likelyhood of a successful action accordin to the damage one has already taken.
It is just a feeling, that this might be interesting. Being a roleplayer and sofware developer in real life, I now that making things more complicated does not necessarily mean they get better or even more fun :-), so I really would like to get into an exchange of ideas about that.
Did you create the dice system as a custom development for this website? Could you envision any kind of customization by the users even? Maybe like some ruleset that you could store and access for a specific chat?
While what you say makes sense, lowering the probability that a hit will be successful based on the amount of damage incurred by the fighters will have the unwanted consequence of making the match go on for longer, in my opinion, the end of dice matches sometimes drag on too long and seem unrealistic.
The Tech
2021-07-11 16:18It is interesting to read the feedback here. I created the dice system as simple and generic as possible but could be a sandbox with its own rulesets. Similar to the original brother, the Pen&Paper system.
What I can add are certain presets similar to what I created for the FD-Federation: !set FDF
These preset also come with their unique rulebook and power bars.
And not all attacks have a 50/50 chance. Some have a 75% chance.
At one point, the idea was that the dice system might calculate in the strength settings of the character sheet. Like a rough draft, the idea exists that we allow Federations to create a ruleset of how and when the character sheet value rises. As an idea, a Federation member must submit a "Workout story - NPNG" The federation owner or bounce read this story and then set his arm and leg strength to +3. (And I'm sure you guys would come up with a workout to increase dick :D )
If someone gets injured during a fight, maybe Fed bouncers would lower some other values then. And he must submit another rest story.
From a technical point of view, Characters joining this kind of Roleplay Federations would pass on the right to modify the Character sheet values themself. The fed-admin or fed-bouncer can then decide how the fight/training impacted the character values on every submitted story. (Maybe even adding the option for injuries)
Eighter only uses this system to track the values without using the dice fight option in the chat.
Or the Federation only accepts dice fight stories, and based on a rule set, the character sheet attack values are taking into the calculation of the success/damage.
But to be honest, I'm not sure if this system would be used or if anyone would be interested in such a feature. It would more go down the road of a Tabletop role-playing game but would not be helpful for the brief fighting encounters 1on1.
I'm curious for the feedback! Implementing this would be a ton of work. Do we have Pen&Paper guys or girls here?
Randy Cruise (deleted member)
2021-07-12 22:33(In reply to this)
I agree with KarinaFighter: the system is flexible and allows fighters to use it with more or less complex rules. I have been really interested to see the variations that have been shared in this thread.
MaulingOli
2021-07-11 20:38(In reply to this)
I am a D&D, DSA and Call of Cthulhu guy.
Thing is: I don't agree that cyberfight is or should be like Pen & Paper. 2 different worlds. In a cyberfight I mainly enjoy the magic of words over some calculation.
And even when it comes to Pen & Paper some peeps might enjoy more complex rules or prefer simple rules.
It is impossible to serve everyone wih only 1 same ruleset.
But just my 2 cents on this :)
Karina Fighter (deleted member)
2021-07-11 16:41(In reply to this)
Hey Mr (Ms?) tech, I think the system is very good as it stands, one can always adjust the odds of the fight by changing starting health points. The issue, in my opinion, is the complexity of the rules, which is more an issue for the fighters to decide.
RobNHB (deleted member)
2021-07-09 09:33Here are some really simple rules, easy to learn and flexible. Can be adapted to any form of fighting.
https://docs.google.com/document/d/10H8WwJjdhEQw-6r2T9xtk0BWQff32xVpxBK1f0C_bs4/edit
!set HP 100/100 (or adjust this based on fighters stats);
!flip to see who starts
2 Actions per turn;
Describe your attack in vivid, descriptive text, then use the commands to see the outcome (below)
Use !attack for any type of strike action or trip/throw, use !hold for a submission hold and !damage for damage (x2) done while holding someone in a hold. Use !escape to try to get out of a hold (you get 1 chance to escape, and then 2 offensive actions if you escape)
Your opponent will describe your attack on them by the outcome of the dice and then counter attack
MaulingOli
2021-07-11 20:34(In reply to this)
thumbs up for this! Let's keep things simple and enjoy the magic of words instead of 2828412 numbers.
MaulingOli
2021-07-09 10:45(In reply to this)
I like that! It keeps things simple so the match flow is still up.
Randy Cruise (deleted member)
2021-07-09 02:38Like Bulldog Bensen, I keep things simple. Just three commands that I use consistently (attack/hold, damage and escape). In some cases, where there is a huge difference in size, rather than change the dice, I change the power bars to reflect this difference (for example, if I weigh 215 and my opponent weighs 263, then my HP is 100 and his is 122). Some people (this gets too complicated for me) use extra attack dice when fighters are more than half their HP, and then go down to only one after that. The key as has been said in one of these replies, is flexibility.
RobNHB (deleted member)
2021-07-09 09:05(In reply to this)
What you say makes a lot of sense. Attack can be any offensive action, makes it simpler. How many moves per turn do you get?
Randy Cruise (deleted member)
2021-07-09 14:04(In reply to this)
2 actions per turn, but I reverse the order you mentioned in your other post:
Use attack as you suggest.
If successful, then roll damage. Depending on how high the damage roll is, describe attack in vivid but appropriate detail (I use a simple rule of thumb - 5 and under is is a regular move/hold such as rear naked choke or European uppercut, and 6 or above is power move or serious sub hold).
If Unsuccessful, describe your intended attack and its failure in an equally descriptive way.
Escape I use as you suggest in your other post.
MaulingOli
2021-07-08 23:18Dicematches always have pros and cons. In general I love freeflow/fight or yt based matches but a dicematch can be tons of fun too as long as you keep the rules simple here. And yes, I agree to Karina: I love to fight as a human here instead of some superhero. Just my 2 cents :)
Bulldog Bensen (deleted member)
2021-07-08 14:22I love using it in various hot ways, its more fun to make up rules for your matches rather than follow some guidelines someone has made. I have used it in various hot ways, hit me up sometime in chat, we can chat more about it some time.
blondteen (deleted member)
2021-07-07 03:08I did wonder if things like the strength stats would ever impact the dice fights. Generally though I think there should be the ability to negotiate a modifier at the start. Like if I'm stronger, faster and more highly skilled it is silly for the less capable opponent to have the same chances I do.
My vague plans for +dice is to use it as a RP indicator. If I score better things swing more in my favour, if the other guy it goes against me. Could be I've already got him under control but the +dice advantage enables him to RP escaping and being even again. Guess I like the idea of "dice guided" RP but not so much the rigid systems that are listed around here.
gruntmuscle
2021-07-05 01:35First of all I would like to state, that I recently started using the dice and hitpoint system more and more and it is a ton of fun!
Thanks for this great tool!
What I would like to discuss here is the idea to have some element of influencing the likelyhood of an attack to succeed.
As far as I understand, currently the chance to hit is 50/50 during the whole fight.
What might be interesting in my view, could be some algorithm, which would reduce the likelyhood of a successful action accordin to the damage one has already taken.
It is just a feeling, that this might be interesting. Being a roleplayer and sofware developer in real life, I now that making things more complicated does not necessarily mean they get better or even more fun :-), so I really would like to get into an exchange of ideas about that.
Did you create the dice system as a custom development for this website? Could you envision any kind of customization by the users even? Maybe like some ruleset that you could store and access for a specific chat?
Really interested in your thoughts.
Cheers!
Karina Fighter (deleted member)
2021-07-05 23:54(In reply to this)
While what you say makes sense, lowering the probability that a hit will be successful based on the amount of damage incurred by the fighters will have the unwanted consequence of making the match go on for longer, in my opinion, the end of dice matches sometimes drag on too long and seem unrealistic.