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(Created page with "== Attribute Rolls == <blockquote>See also: Attributes </blockquote>Attribute rolls represent the unrefined physical or mental capabilities of a character. Generally, attribute rolls are used for unskilled or non-proficient checks for an action. Attribute based saving throws are not used on Outlands, see below for more information. == Skill Rolls == <blockquote>See also: Skills</blockquote>Skill rolls represent the trained capabilities of a character. Skill rol...") |
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== Skill Rolls == | == Skill Rolls == | ||
<blockquote>See also: [[Skills]]</blockquote>Skill rolls represent the trained capabilities of a character. Skill rolls are used for any opposed action - by both the offender and defender. They can also be used for unopposed actions. | <blockquote>See also: [[Skills]], [[Stealth mechanics|Perception vs Stealth]], [[Difficulty class|Difficulty Class]]</blockquote>Skill rolls represent the trained capabilities of a character. Skill rolls are used for any opposed action - by both the offender and defender. They can also be used for unopposed actions. When making an opposed roll against another character, the offender's roll sets the [[Difficulty class|Difficulty Class]] (DC) that the defender’s save needs to meet or exceed to avoid the effect. Therefore in the case of a ‘tied’ roll, the defender wins. The DC of an unopposed roll can use the table below to determine its difficulty. | ||
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To roll a saving throw in general RP, check your RPR character sheet for the corresponding saving throw and roll 1d20 and add the number of that save. For example: 4 Fortitude would be a 1d20+4. | To roll a saving throw in general RP, check your RPR character sheet for the corresponding saving throw and roll 1d20 and add the number of that save. For example: 4 Fortitude would be a 1d20+4. | ||
=== Social Rolls === | |||
Social rolls should ''not'' be expected to be equivalent to mind control or telepathy. You are not required to roll deception for every lie, and a persuasion or intimidate roll doesn’t bind you to obeying the person making it. These rolls indicate how well someone presents an argument, how intimidating they may be, or whether they seem to have some sort of tell. They’re not meant to replace the effect of actual dialogue and investigation in roleplay. | |||
== Dice Rolls and PVP == | == Dice Rolls and PVP == | ||
When making RP die rolls that affect another character by taking actions of which that character is aware (such as attempting to restrain them), that character may initiate PVP in response to that die roll rather than making the countering roll. At this point RP is paused and the intent proceeds as usual. If an RPR spell is being cast outside of PVP, it must first be emoted, allowing time to interrupt it with PVP. | <blockquote>See also: [[PVP Rules]]</blockquote>When making RP die rolls that affect another character by taking actions of which that character is aware (such as attempting to restrain them), that character may initiate PVP in response to that die roll rather than making the countering roll. At this point RP is paused and the intent proceeds as usual. If an RPR spell is being cast outside of PVP, it must first be emoted, allowing time to interrupt it with PVP. | ||
[[Category:Game Concepts]] | [[Category:Game Concepts]] |
Latest revision as of 23:50, 10 September 2024
Attribute Rolls
See also: Attributes
Attribute rolls represent the unrefined physical or mental capabilities of a character. Generally, attribute rolls are used for unskilled or non-proficient checks for an action. Attribute based saving throws are not used on Outlands, see below for more information.
Skill Rolls
See also: Skills, Perception vs Stealth, Difficulty Class
Skill rolls represent the trained capabilities of a character. Skill rolls are used for any opposed action - by both the offender and defender. They can also be used for unopposed actions. When making an opposed roll against another character, the offender's roll sets the Difficulty Class (DC) that the defender’s save needs to meet or exceed to avoid the effect. Therefore in the case of a ‘tied’ roll, the defender wins. The DC of an unopposed roll can use the table below to determine its difficulty.
Task Difficulty | DC |
---|---|
Very Easy | 5 |
Easy | 10 |
Medium | 15 |
Hard | 20 |
Very Hard | 25 |
Nearly Impossible | 30 |
Saving Throws
See also: Saving Throws
Saving Throws are dice that are rolled to defend against magic spells or special circumstances such as traps or opposing skill checks. Outlands implements this system in a manner similar to 3.5E Dungeons and Dragons. Saving throws are automatically used in RPR combat, and can be used in general RP as needed.
To roll a saving throw in general RP, check your RPR character sheet for the corresponding saving throw and roll 1d20 and add the number of that save. For example: 4 Fortitude would be a 1d20+4.
Social Rolls
Social rolls should not be expected to be equivalent to mind control or telepathy. You are not required to roll deception for every lie, and a persuasion or intimidate roll doesn’t bind you to obeying the person making it. These rolls indicate how well someone presents an argument, how intimidating they may be, or whether they seem to have some sort of tell. They’re not meant to replace the effect of actual dialogue and investigation in roleplay.
Dice Rolls and PVP
See also: PVP Rules
When making RP die rolls that affect another character by taking actions of which that character is aware (such as attempting to restrain them), that character may initiate PVP in response to that die roll rather than making the countering roll. At this point RP is paused and the intent proceeds as usual. If an RPR spell is being cast outside of PVP, it must first be emoted, allowing time to interrupt it with PVP.