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INTEREST CHECK: who wants to play an RTD?


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Who's up for an RTD? It's a little more complicated than most forum games; basically you've got your characters, the GM has the situation, you post your actions, I roll the dice, and things go from there.

 

Since I'll be keeping track of errything in the OP/succeeding reserved posts, the amount of things you guys will have to keep remember is pretty much minimal.

 

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RULESET

 

 

General Rules

 

The GM (Game Master) posts a situation the players are in. The players then post their actions' date=' according to the conditions GM sets. The GM then rolls for the actions' results, and writes them out in his post. Then the players post actions again, ad infinitum.

 

The action results are defined by a six-sided die roll:

[1']: Epic Fail. Your efforts only worsened your situation.

[2]: Fail. Your skills or luck were insufficient.

[3]: Meager success: The situation didn't improve by as much as you have intended.

[4]: Success: Your efforts were sufficient to achieve your goal.

[5]: Epic Success: Your skills and luck have combined to ensure your success.

[6]: Overshot: Your efforts were more than required for the goal's completion, and your luck is such that unfortunate side-effects are inevitable.

If at any time something threatens a player character, that character makes a roll to avoid the threat (outside of Combat; for threats that occur in Combat or become a foe, see Combat Rules below.

 

For each action' date=' any number of rolls may be made, as determined by the GM. Primary causes for multiple rolls include, but are not limited to:

[list']

[*]Composite actions, each of which require a roll

[*]Actions that imply other actions that are not declared free

 

The GM however may decide to split certain actions depending on the time it would take to accomplish a stated action.

 

For every dodge roll, any number of additional rolls may be made, as determined by the circumstances, and any skills or special effects applied to the player.

Movement does not require a roll' date=' unless the movement involves [b']Difficult Terrain[/b].

 

A player may attempt to assist another player in a non-combat action. Both players make their dice roll; the higher result is counted as the assistee's result,

 

 

Combat Rules

 

When engaged in Combat with any number of foes' date=' the player character may target foes that have been established to be adjacent or nearby with a [b']Melee[/b] attack, and any foes that have been established to be distant with a Ranged attack. A Melee attack against a distant foe requires two turns - one to close the distance, and one to actually deal the attack.

 

Upon attacking a six-sided die will be rolled. The defending character will get a roll of his or her own to successfully defend against the attack, whether blocking, dodging, or otherwise avoiding the attack. A higher number for the attacker results in a successful hit; a higher number for the defender results in a successfully avoided attack. An equivalent result goes to the attacker's benefit. If defender and attacker roll a defense and attack result of 4, the attacker's blow lands.

 

These numbers are affected by Bonuses and Penalties, whether innate to the character, equipment, or circumstances. For example, attempting to throw a weapon not designed for throwing would confer it a penalty.

Unlike the non-combat ruleset above, a roll of a Natural One is not an automatic miss, and neither is a Natural Six an automatic hit. The same goes for defensive rolls.

 

Initiative

When a combat round begins, all combatants make a six-sided die roll. The result, from highest to lowest, determines the order in which actions will take place. This is affected by combat bonuses (but not damage/attack bonuses) and generic bonuses and movement bonuses. Upon two combatants receiving the same result, the GM flips a coin to determine who will go first. The initiative roll is not affected by the critical success/failure rules, therefore a Natural One does not mean that you fail to take action; rather it simply means that you'll go last.

 

All actions play out simultaneously, but can be interrupted or receive a bonus/penalty by the action of the character who has a higher initiative than you.

 

 

When a successful hit is scored' date=' another six-sided die is rolled. The result of roll determines which location is hit.

 

[1']: Right Leg

[2]: Left Leg

[3]: Left or Right Arm

[4]: Lower Torso

[5]: Upper Torso

[6]: Head

 

It is much easier to hit the torso or left leg/right leg than it is to hit the head or arms, hence two possible results that cause torso damage. Upon a roll of a 3, the GM will flip a coin. Heads results in damage to the left arm, while tails results in damage to the right arm.

 

A character may attempt to make a called shot. The called shot allows the player to specify which body part he is aiming for. The attack receives a penalty of -1 to its roll, however a successful hit will bypass the Location stage and pass directly to the Damage phase.

 

After the location of the hit is determined, the GM now rolls for damage. A six sided die is again used.

 

[1]: No Damage/Cosmetic damage

[2]: Lightly Wounded

[3]: Wounded

[4]: Heavily Wounded

[5]: Mangled

[6]: The body part is ripped off/smashed beyond recognition/cut off/disintegrated/various other violent things depending on the action

 

Any result above [1] is cumulative. For example, two consecutive damage rolls of [1] will still do nothing. However if a body part has incurred a damage roll of [2], and again receives a damage roll of [2], that body part is now [3], Wounded. If, due to bonuses or penalties, the damage roll surpasses [6] or drops below [1], the result is treated the same as if it had been a normal roll of [6] or [1].

 

Note that not all foes may be humanoid. They may be given a larger representative die or have their body parts grouped into relative positions represented by the 1-6 scale.

 

 

 

A combatant may make up to two attacks in a single round' date=' barring any abilities that allow for otherwise. The attacks may be with a single weapon, or using an off-hand attack. Without a specific ability to so, it is impossible to attack twice in the same round with different weapon types; for example one cannot slash with a sword and then fire a pistol in the same round, nor headbutt a foe then stab him with a dagger. Similarly, one cannot attack with a two-handed weapon (like a Greatsword/Rifle/Crossbow) and a one-handed weapon (like a Lightsaber/Pistol/dartgun) in the same round.

 

The second attack takes a -1 penalty.

[/quote']

 

Each time a (humanoid) character receives a damage result of [4] or above to the limbs and torso or [3] and above to the head' date=' the GM rolls a die. If the result of the roll is lower than that of the damage result, the character collapses and is disabled. On his next turn another roll must be made to keep from dying (via blood loss), initially against a base score of [2']. Each turn the score that must be surpassed rises by 1. This is called the stabilizing roll. If the character fails a stabilizing roll by more than [2], he dies. If he meets it exactly, he stabilizes but is unconscious for the rest of the combat or until one of his allies chooses to revive him. If he surpasses it by more than [2] he revives.

 

A stabilizing roll of a Natural One results in death regardless of bonuses or penalties, while a roll of a Natural Six results in revival regardless of bonuses or penalties.

 

In addition to the above, a result of [5] on any limb renders that limb completely unusable. In other words, a damage result of [5] to the head knocks the character unconscious without a roll.

 

ERRATA: Injury Effects.

 

A damage result of [4] to the arms imposes a -1 penalty to attack and damage to attacks with the affected arm.

 

A damage result of [4] to the legs imposes a -1 penalty to defense and movement regardless of affected leg.

 

A damage result of [4] to both legs imposes a -2 penalty to defense and movement.

 

A damage result of [3] to the head imposes a -1 penalty to attack and defense.

 

A damage result of [4] to the upper torso imposes a -1 penalty to attack and damage.

 

A damage result of [4] to the lower torso imposes a -1 penalty to attack and defense.

 

Fire/Acid - In addition to whatever regular damage occurs' date=' a body part that is set on fire will receive increasing cumulative damage each round unless the fire is extinguished. In addition after two turns of being on fire, the GM rolls a d6. Results of =/< 3 mean that the fire spreads to the adjacent body part and begins damaging that as well. So don't get set on fire, it's bad for you. The same goes for a body part doused in a corrosive chemical like acid, sans the spreading.

[b']Electrical[/b] - In addition to whatever regular damage occurs, upon a successful (non [1]) damage result, the GM rolls a d6. Results of =/< 3 result in the shock status effect. Damage of this type to the arms causes whatever is being held to drop. Damage of this type to either leg results in the character falling over. Damage of this type to the head causes unconsciousness.

 

Fire/Acid - In addition to whatever regular damage occurs' date=' a body part that is set on fire will receive increasing cumulative damage each round unless the fire is extinguished. In addition after two turns of being on fire, the GM rolls a d6. Results of =/< 3 mean that the fire spreads to the adjacent body part and begins damaging that as well. So don't get set on fire, it's bad for you. The same goes for a body part doused in a corrosive chemical like acid, sans the spreading.

[b']Electrical[/b] - In addition to whatever regular damage occurs, upon a successful (non [1]) damage result, the GM rolls a d6. Results of =/< 3 result in the shock status effect. Damage of this type to the arms causes whatever is being held to drop. Damage of this type to either leg results in the character falling over. Damage of this type to the head causes unconsciousness.

 

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It actually really depends on the players! Whenever I do this kind of thing (except when I was running a New World of Darkness game a few years ago, and then a DnD E6 game, both of which leave relatively less choice) I usually put it up to a vote for the players. The nice thing about using a modified RTD system is that it's pretty much adaptable to anything.

 

For example, what kind of thing would you want to see? The rules on this board are looser than any other board I've been on, so the game might be post-apocalyptic, modern, or fantasy, none of which rule out the possibility of horrific violence or erotic content (I mean, really, no matter what the era sex and whatnot might be able to find a place, and gruesome violence is a necessary part of combat). Of course the RTD version I was using before (got it off one of my friends on the GiTP fora) lends itself way more to horrible death given an unlucky roll, or glorious, instant victory against a foe that was meant to be a major threat.

 

It could be set in an established universe (like the Fallout or Elder Scrolls or even Fire Emblem or MechWarrior universes) or one I just come up with on the fly, depending on what you guys want.

 

EDIT: of course, the combat might be a lot more dangerous in a "realistic" modern or medieval game, since it's pretty hard to find something that'll stitch up a mangled arm in a jiffy than in a futuristic one (nanobots!) a fantasy one (magic potions!) or a post-apocalyptic one (radiation/super bug juice/more nanobots!)

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My main concern, honestly, is about the possibility of erotic elements. I'm not opposed to them being in the game, though I have no intention of taking part in any such situations as a matter of principle. I know erotic roleplaying in a context such as this wouldn't technically be cheating on my girl, but I'm still not comfortable with the idea.

 

Rather, I'm somewhat concerned about what kinds of things are allowed. And even then, it's more about what could be done to my characters than anything else.

 

Specifically regarding rape, which is undoubtedly one of the favorites here on LL, though personally a fairly disgusting concept for my taste. While I could care less what others do to theirs and each others' characters, I have no interest in a scenario where one lousy dice roll could leave my character violated.

 

 

As for the actual theme. My preference is for High Fantasy swords-n-sorcery type stuff.

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I think someone's more likely to be reduced into a pile of bloody chunks than the possibility of rape. :)

 

I mean, picture it. Someone's out in the middle of the woods fighting an elf. He manages to disarm him/her. What's his next action? "I TRY TO RAPE THE ELF."

 

*rolls*

*defensive roll*

 

OKAY NOW YOU'RE RAPING THE ELF. WHILE YOU'RE RAPING THE ELF A HIDEOUS BEAR, ATTRACTED BY THE SOUNDS OF VIOLENCE, COMES BY AND ATTACKS.

 

*rolls*

 

YOUR ENTIRE UPPER TORSO IS NOW GONE. CONGRATULATIONS.

 

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Even if there was the possibility of rape, it won't be some silly thing like, OKAY YOU ROLLED A ONE. NOW GREAT CTHULHU HAS SHOVED HIS NOISOME TENTACLES UP YOUR REAR AND IS RAPING YOU. I think that's primarily the province of Oblivion mods. ;)

 

[i've never actually run a game with erotic elements, but I'm usually against rolling for those kinds of things anyway. If someone wants to ERP, why would rolling be a part of it? :P Same as any other RP really; that kind of thing shouldn't be the province of dice rolls but rather how well you can RP - except for diplomacy/negotiation/intimidation, which kind of have an effect on play.]

 

EDIT: Then again, it IS a consensus thing, but I don't think a PbP RPG rapefestival/orgy is really conducive towards a campaign of any kind. :P

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E6 is basically an alternative ruleset that keeps the max level to 6 instead of 20. At 6th level your average Fighter is still a whirling machine of death compared to a normal person, a Wizard can still change the course of a fight on his own (or kill an entire houseful of people with a single Fireball), a Rogue is still almost impossible for the average town guard to spot. Kind of a hamfisted solution to the Batman Wizard/CoDzilla problems that usually plague high-powered DnD games, but it makes for fun sessions where the characters are still vulnerable without having to bust out ridiculous monsters and whatnot, but powerful enough to give a real sense of that power.

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So basically what we can do is from among the following (once a third person expresses interest):

 

High Fantasy RTD 2.0 [sean Mirrsen/Diego G. combat rules]

Futuretech/Magitech RTD 2.0 [sean Mirrsen/Diego G. combat rules]

D&D 3.5 E6 ruleset (I'd run 4E, but then I don't have a copy of the core books)

 

Opting for D&D is a more time-consuming, but I guess in the end more worthwhile experience.

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