Felsworn

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The Guild's Rolling System

Felsworn is a very tight community, and we entrust in our capability of doing logical moves and decisions for each others characters. Because of this, we do not have a rolling system for many interactions, for example, two people fighting each oher. However so often there are 'dungeon master/storytelling' events, and when that is so, we utilize a rolling system to keep things interesting and exciting. This particular system was built to reach three conditions: simple to understand, individual, and to create excitement within our roleplay. With that said, here is an explanation of our system:

When a guild member is hosting a DMed event and the group is involved in fighting NPCs, player-controlled enemies or DM controlled obstacles, it will often be called for rolling to help decide the outcome. The one running the event will name what sort of roll it is, and the players will do so based on their character statistics. The amount of points one has in a stat changes the roll in the statistics favour, giving one some freedom of control rather than simply pure luck.
(Examples can be found at the bottom!)
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Base stats: Each character starts with 0 in all stats, and is given 55 points to spread in the following stats:
Strength – Represents actions requiring a certain physical abilities and prowess. Increases rolls with armed and unarmed combat. Stat cap: 30

Dexterity- Represents actions requiring dexterity and finesse. Increases rolls related to ranged actions. Stat cap: 30

Defence - Raises your  awareness to incoming threats, dangers and attacks. Increases roll related to physically dodge, block or avoid damage. Stat cap: 30

Charisma - The ability to mislead, convince or influence NPC actions. Stat cap: 30

Intelligence – Represents the ability to cast and channel magic. Increases the base roll to everything related to magic. (Arcane, Fel, Shadow and Holy spells qualify under this stat.) Stat Cap: 30

Melee - Represents your base knowledge with melee combat, adding a base bonus to all melee related rolls. Stat cap: 10

Ranged - Represents your base knowledge with ranged combat, adding a base bonus to all ranged related rolls. Stat cap: 10

Magic – Represents your base knowledge with magical combat, adding to the base bonus to all magical related rolls. Stat cap: 10
When joining the Felsworn, you will be expected to send an email to [email protected], with your character sheet. This will contain the following with your edited numbers to match your character, that should come to the total of 55 points. You can use less than 55 points if it suits your character.

You will be added to the list of all characters and their statistics, once received. In general, during events, it will be your responsibility to keep track of your own character.



Copy the following, but replace it with your own numbers in the mail: (You have 55 points to spend in total!)

Strength - 0/30
Dexterity - 0/30
Defence - 0/30
Charisma - 0/30
Intelligence - 0/30

Melee - 0/10
Ranged - 0/10
Magic - 0/10


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MORE EXAMPLES

"...Roll over 80 to attack in this particular moment!"

"Alright, I'm a Mage...I have 30 in intelligence, and 10 in magic.
/roll 40-100"


"- Roll over 60 not to be hit by this ambush! -"

"Hmm, I have 0 in defense...
/roll 1-100"


"-Roll over 40 to succesfully attack the opponent, over 90 to crit! -"

"Alright, I'm a Hunter, with 20 dexterity. And 10 in ranged. but I only have a melee weapon on me,
so the ranged points are useless!
/roll 20-100"


"-The creature charges at you! Roll over 30 to avoid, roll over 60 to succesfully attack!"

"I have 5 in defence, 20 in strength, and 5 in melee...
/roll 30-100"  (Player rolls 73)
Aha! Now I both avoid the attack, and I get to counterattack!"



"-The boulder has fallen on person B, and you Person A has the chance to try to free him! Roll over 40 to succesfully do so. (Strenght roll)

"Aha! This is not a normal combat situation. But the Dm master included "Strength roll" on the end of his message. I have 10 in strength!
/roll 10-100"


"-We've encountered an enemy scout! He doesn't know who we are, if he did, we'd be in trouble. But instead he looks sceptic. Maybe we can convince him we're not his enemies, even though we are? (Roll over 80 to convince him we're friendly! If multiple do, then the highest roller does it. Charisma Roll)"

"I have Charisma at 0 points...Normal roll then!
/roll 1-100"
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