• Logout
  • Beqanna


    Reave -- Year 219


    "She did not wake up one day healed, she was simply moving and she realized that somewhere along the way grief had stopped stabbing her every motion. It’s a strange feeling. She is lighter and heavier at once. She doesn’t know what to do with the time that’s opened before her, what to do without wounds to claw open." --Cordis, written by Cassi

    Damage Rolling Guide

    Rolling for Damage

    Rolling for damage is used in addition to roleplaying battles. Nothing about the way characters battle IC needs to be altered except that damage rolls will provide a guideline for the amount of damage your character is expected to take.

    Damage will be rolled for at the end of each post in which there is an attack. To have a moderator roll for damage, simply tag @Officials.

    How We Roll for Damage

    For any attack, (regardless of trait spaces used) the moderator will roll a 10-sided die. Outcomes from the die roll are as follows:
    • 1 - Critical Miss (complete dodge)
    • 2, 3, 4 - Low Damage (small scrapes or bruises, don’t impact movement)
    • 5, 6, 7, 8 - Moderate Damage (open wounds or significant bruising, will impede movement)
    • 10 - Critical Hit (clean hit, nearly impossible to miss and causes significant damage that should affect character’s ability to fight)


    Well what about defenses? Doesn’t this basically make them useless?
    Nope, not at all. You are still in control of your character’s actions. Heck, don’t want to get hit but roll for Moderate Damage? Maybe you dodge and trip. This is really to help players have something a little more concrete to work for, but you will still be judged on damages the same way - based on realism, clarity and creativity.

    Won’t this limit creativity in posts?
    Hopefully not! This system is really just to give players a basic idea about how much damage to tack from attacks.

    Okay but what if my fire pony uses a fire shield to block a water pony hydro-attack or something? Wouldn’t that negate the attack?
    Not if we’re being honest with ourselves. Maybe your fire pony wasn’t quick enough on the draw and he didn’t entirely shield himself before that water pony could blast him with a hit. If water pony rolls a 5 you’d know the defense wasn’t good enough to entirely negate the attack. However, if they roll a 1 you could safely assume that your fire pony got that shield up and it was strong enough to withstand a hydro-blast.

    What if I’m the type of player who always leaves room for interpretation? Isn’t that good enough?
    You still need to leave room for interpretation in attacks so you don’t powerplay. This system was created to create a fair way of taking damage and because players often take on too much damage. Battles are judged on the basis of reasonable plausibility: “in a world where magical horse-creatures exist, would said attack or defense be considered logical or even possible?” Everything else is really guided by the players. Rolling for damage simply helps to take out a little bit of the guesswork.

    Okay, but rolling after each post? Wouldn’t that make the wait time longer?
    Maybe a tiny bit, but we can roll a die pretty fast. Just don’t forget to tag @Officials, and if you feel so compelled, throw the link for the thread up in the tagging channel on discord (and tag @admin there).

    I’m using a trait that’s listed as 5 in the database, why can the roll be higher/inflict more damage?
    In the future, if this system catches on and players really like rolling for damage, we can add all kinds of things/tie in the trait “levels” to battling. For now, sticking to the basics and seeing what does or does not work seems like the best place to start. Majority of traits level 4 or above are actually just multiple smaller traits all grouped together anyways, and the scale of damage can be applied to any trait.

    Users browsing this thread: 1 Guest(s)