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3 - Roleplay Redux Rules
3.0 - Difficulty Class
See also: Difficulty Class
Roleplay Redux skills and abilities determine the outcome of conflicting actions both in dice PVP and out of combat. When making an aggressive roll against another character, the aggressor'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.
3.1 - Perception vs Stealth
See also: Skills
When a character is sneaking, they are not required to make a Stealth roll until a Perception roll is made to spot them. Players who wish to spot a character who is clearly sneaking must roll Perception first. A clearly sneaking character should be doing things like crouching, trying to hide behind cover, and moving carefully. Characters who wildly sprint around or stand out in plain sight do not require a roll to spot.
3.2 - Social Rolls
See also: Dice rolls
Social rolls made with RPR 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.
3.3 - RP Die Rolls and PVP
See also: Dice rolls, 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.