Post by Arazlam Durai on Sept 16, 2015 22:05:18 GMT -8
The Basic Rules of Interaction
These are set, subjective guidelines that War Captains and staff members can utilize to base their judgments on if an interaction is ever called into question and they're reviewing the class skill lists. Players should also read this list thoroughly so that they have an idea on how Prayers of Heresy conducts itself in the art of role-interaction and final judgement calls.
- Using the specialized class skills requires mental energy. Using one's weapon and natural fighting style is not. The higher your health is, the greater chance you can assume that your hits will likely strike truer and with more power.
- It is assumed that all players will conduct themselves within reasonable limitations of their characters' abilities with one another. As long as the players in that thread feel that they are all playing within their reasonable limits, there is no need to intervene on role-play affairs. Essentially, if no one feels the other party is "cheating" then there is no need to disrupt interaction, even if further scrutiny may reveal a few stretches of ability or skill here and there.
- However, if staff members find that all or certain party members within the thread are unreasonably and continuously breaching their skill limitations then a War Captain or staff might be required to intervene in order to subside further exaggeration of character strengths in the future. (Example: Everyone is throwing DBZ-like moves as though they were a Master character level when they're several levels lower in reality.)
- War Captains should not be overseeing every fight or interaction thread in this game. Their presence is only mandatory as referees for war threads / battles. Players are encouraged to ask them to intervene or check in on a thread if someone thinks there are a few foul posts in play. However, excessive use of War Captains either by or towards a particular player will give grounds for review and / or disciplinary action if necessary.
- Players are expected to role-play out and describe their interactions. They are not permitted to simply list out their skills in text narration such as: "Brad grabbed his sword and swung down on his opponent with a Head Break." The skills should always be woven into the post: "Finding himself pinned against the wall, Brad groped for his sword and then held it high in the air. Saying a soft prayer in the back of his mind, he brought the hilt down to try and smash it upon his opponent's helmet. With any luck the force would add enough trauma to the armor to knock the other man out."
War Captains are permitted to discredit highly unlikely strikes based on a player's lack of using proper exposition to narrate actions out. On the flip-side, a War Captain may choose to call an unlikely move "legal" if a much lower leveled character dodges or blocks a situation in a wonderfully creative narrative that could possibly be declared as a believable stroke of luck.
Spell-casters are encouraged to "go all out" with narration since casting requires not only incantations, but hand gestures or usage of tools such as staves, rods, or spellbooks to go with their heavily orchestrated abilities. Players of spell-casters are encouraged to create their own index of spell incantations and / or rituals that are specific to their character's casting style as it makes both the character and the class much more interesting to read their posts and interact with them. Other RP-based classes like the Mediator, Oracle, and Mime are also held to a higher standard of narrative when working with their skills.
Basically, the skills and abilities are listed as a gauge point on how far they are into their fields of study. The skills are designed to be woven as part of a story, not utilized for spitting out statistics against each other.
- If you use a skill and miss, the skill or spell is still considered spent. You cannot try to repeatedly use a skill and only consider it spent if it hits. Attempts still require energy to pull off regardless if they hit or miss.
- Hits and misses are all determined by the targeted-player, however they are expected to take reasonable strikes and gauge the physical and / or mental damages accordingly. The charts below are designed to give a general idea on the percentage chance that one character level should be able to strike true against another character level. These tables are not expected to be completely accurate, but they are designed to give War Captains a basic calculation to work with in the event they need some numbers to help them determine whether players have been taking, blocking, or dodging hits within reasonable amounts.
NC = Non-Combatant J = Journeyman E = Expert D = Divine
N = Novice A = Adept M = Master
NC is 50% chance against NC
NC is 25% chance against N
NC is 10% chance against J
NC is 5% chance against A
NC is 0% chance against E
NC is 0% chance against M
NC is 0% chance against D
N is 75% chance against NC
N is 50% chance against N
N is 25% chance against J
N is 10% chance against A
N is 5% chance against E
N is 0% chance against M
N is 0% chance against D
J is 90% chance against NC
J is 75% chance against N
J is 50% chance against J
J is 25% chance against A
J is 10% chance against E
J is 5% chance against M
J is 0% chance against D
A is 100% chance against NC
A is 90% chance against N
A is 75% chance against J
A is 50% chance against A
A is 25% chance against E
A is 10% chance against M
A is 5% chance against D
E is 100% chance against NC
E is 100% chance against N
E is 90% chance against J
E is 75% chance against A
E is 50% chance against E
E is 25% chance against M
E is 10% chance against D
M is 100% chance against NC
M is 100% chance against N
M is 100% chance against J
M is 90% chance against A
M is 75% chance against E
M is 50% chance against M
M is 25% chance against D
D is 100% chance against NC
D is 100% chance against N
D is 100% chance against J
D is 100% chance against A
D is 90% chance against E
D is 75% chance against M
D is 50% chance against D
These are set, subjective guidelines that War Captains and staff members can utilize to base their judgments on if an interaction is ever called into question and they're reviewing the class skill lists. Players should also read this list thoroughly so that they have an idea on how Prayers of Heresy conducts itself in the art of role-interaction and final judgement calls.
- Using the specialized class skills requires mental energy. Using one's weapon and natural fighting style is not. The higher your health is, the greater chance you can assume that your hits will likely strike truer and with more power.
- It is assumed that all players will conduct themselves within reasonable limitations of their characters' abilities with one another. As long as the players in that thread feel that they are all playing within their reasonable limits, there is no need to intervene on role-play affairs. Essentially, if no one feels the other party is "cheating" then there is no need to disrupt interaction, even if further scrutiny may reveal a few stretches of ability or skill here and there.
- However, if staff members find that all or certain party members within the thread are unreasonably and continuously breaching their skill limitations then a War Captain or staff might be required to intervene in order to subside further exaggeration of character strengths in the future. (Example: Everyone is throwing DBZ-like moves as though they were a Master character level when they're several levels lower in reality.)
- War Captains should not be overseeing every fight or interaction thread in this game. Their presence is only mandatory as referees for war threads / battles. Players are encouraged to ask them to intervene or check in on a thread if someone thinks there are a few foul posts in play. However, excessive use of War Captains either by or towards a particular player will give grounds for review and / or disciplinary action if necessary.
- Players are expected to role-play out and describe their interactions. They are not permitted to simply list out their skills in text narration such as: "Brad grabbed his sword and swung down on his opponent with a Head Break." The skills should always be woven into the post: "Finding himself pinned against the wall, Brad groped for his sword and then held it high in the air. Saying a soft prayer in the back of his mind, he brought the hilt down to try and smash it upon his opponent's helmet. With any luck the force would add enough trauma to the armor to knock the other man out."
War Captains are permitted to discredit highly unlikely strikes based on a player's lack of using proper exposition to narrate actions out. On the flip-side, a War Captain may choose to call an unlikely move "legal" if a much lower leveled character dodges or blocks a situation in a wonderfully creative narrative that could possibly be declared as a believable stroke of luck.
Spell-casters are encouraged to "go all out" with narration since casting requires not only incantations, but hand gestures or usage of tools such as staves, rods, or spellbooks to go with their heavily orchestrated abilities. Players of spell-casters are encouraged to create their own index of spell incantations and / or rituals that are specific to their character's casting style as it makes both the character and the class much more interesting to read their posts and interact with them. Other RP-based classes like the Mediator, Oracle, and Mime are also held to a higher standard of narrative when working with their skills.
Basically, the skills and abilities are listed as a gauge point on how far they are into their fields of study. The skills are designed to be woven as part of a story, not utilized for spitting out statistics against each other.
- If you use a skill and miss, the skill or spell is still considered spent. You cannot try to repeatedly use a skill and only consider it spent if it hits. Attempts still require energy to pull off regardless if they hit or miss.
- Hits and misses are all determined by the targeted-player, however they are expected to take reasonable strikes and gauge the physical and / or mental damages accordingly. The charts below are designed to give a general idea on the percentage chance that one character level should be able to strike true against another character level. These tables are not expected to be completely accurate, but they are designed to give War Captains a basic calculation to work with in the event they need some numbers to help them determine whether players have been taking, blocking, or dodging hits within reasonable amounts.
NC = Non-Combatant J = Journeyman E = Expert D = Divine
N = Novice A = Adept M = Master
NC is 50% chance against NC
NC is 25% chance against N
NC is 10% chance against J
NC is 5% chance against A
NC is 0% chance against E
NC is 0% chance against M
NC is 0% chance against D
N is 75% chance against NC
N is 50% chance against N
N is 25% chance against J
N is 10% chance against A
N is 5% chance against E
N is 0% chance against M
N is 0% chance against D
J is 90% chance against NC
J is 75% chance against N
J is 50% chance against J
J is 25% chance against A
J is 10% chance against E
J is 5% chance against M
J is 0% chance against D
A is 100% chance against NC
A is 90% chance against N
A is 75% chance against J
A is 50% chance against A
A is 25% chance against E
A is 10% chance against M
A is 5% chance against D
E is 100% chance against NC
E is 100% chance against N
E is 90% chance against J
E is 75% chance against A
E is 50% chance against E
E is 25% chance against M
E is 10% chance against D
M is 100% chance against NC
M is 100% chance against N
M is 100% chance against J
M is 90% chance against A
M is 75% chance against E
M is 50% chance against M
M is 25% chance against D
D is 100% chance against NC
D is 100% chance against N
D is 100% chance against J
D is 100% chance against A
D is 90% chance against E
D is 75% chance against M
D is 50% chance against D