Information on this page describes in more detail why we use dice and how they are used in Mythia.
PAGE INDEX
WHY DO YOU HAVE DICE LISTED AS BEING NEEDED FOR EVERY POWERS?
IS DICE MANDATORY?
THE TWO TYPES OF DICE ROLL
SOLO DICE
PLAYER VS. PLAYER DICE.
IS DICE MANDATORY?
THE TWO TYPES OF DICE ROLL
SOLO DICE
PLAYER VS. PLAYER DICE.
WHY DO YOU HAVE DICE LISTED AS BEING NEEDED FOR EVERY POWERS?
FAIRNESS.
In Mythia we are focusing on two forms of power usage.
- Creating with powers and skills
- Using Powers on or against another player.
CREATING WITH POWERS AND SKILLS
Have you ever messed up a recipe while cooking? How many times did you fall off you bike before you learned to ride it?
No one person regardless of how many times they have done something is perfect every time. A chef can burn a dish. Just like an a Olympic Ice Skater can fall on their ass.
In roleplay no character is perfect. While many players don't need to be reminded of this, many do. They believe that because they have the skill that means they are perfect 100% of the time.
In using a dice roll for these creating or learning, it helps players even out the development of the character and prevents the player that wants to be perfect at every post.
No one person regardless of how many times they have done something is perfect every time. A chef can burn a dish. Just like an a Olympic Ice Skater can fall on their ass.
In roleplay no character is perfect. While many players don't need to be reminded of this, many do. They believe that because they have the skill that means they are perfect 100% of the time.
In using a dice roll for these creating or learning, it helps players even out the development of the character and prevents the player that wants to be perfect at every post.
USING POWERS ON OR AGAINST ANOTHER PLAYERS
It doesn't matter what the intention a player has when they are using their powers on another players, the results of that power usage automatically lands on the player who is having that power applied to them. For the Power User they cannot dictate what happens to the other player without GODMODING them.
Just like in combat fights you have players, that refuse to take hits, only take minor damage if they take the hit or over do it. All of these things can cause a scene to end badly and effect the rest of the story line outside that one scene.
The Dice helps even it out. First whenever a power is used on or against another player a dice is used to determine if the power user was actually effective in implementing that power. This includes powers such as healing and love as well as defensive or offensive use of powers.
As it then lands on the other player to determine how well it worked.. The dice can determine how effective or ineffective the attempt was. On a 10D dice.. A roll of 10 is perfect and as it is the highest roll, the user would have won that roll. The other player would then post accordingly to those results. The 10 roll dictates that the full use of power worked where as a roll of 5 (if it was the high roll) may not be so perfect.
This helps protect both players in a roleplay setting from godmoding/powergaming the sim.
Just like in combat fights you have players, that refuse to take hits, only take minor damage if they take the hit or over do it. All of these things can cause a scene to end badly and effect the rest of the story line outside that one scene.
The Dice helps even it out. First whenever a power is used on or against another player a dice is used to determine if the power user was actually effective in implementing that power. This includes powers such as healing and love as well as defensive or offensive use of powers.
As it then lands on the other player to determine how well it worked.. The dice can determine how effective or ineffective the attempt was. On a 10D dice.. A roll of 10 is perfect and as it is the highest roll, the user would have won that roll. The other player would then post accordingly to those results. The 10 roll dictates that the full use of power worked where as a roll of 5 (if it was the high roll) may not be so perfect.
This helps protect both players in a roleplay setting from godmoding/powergaming the sim.
IS DICE MANDATORY?
In Combat roleplay people have different preferences in how they like to roleplay. Some prefer to have character sheets in which the players roll for everything, some just want to roleplay out, and others simply want a hud or a meter that does it all for them. In Mythia we believe it should be player choice however we have set up standards in order to prevent RP conflict. ( We do not have a roleplay hud in Mythia)
The dice roll is our default system when it comes to fighting, creating new items, and using their powers and skills on another players.
As players are roleplaying with each other they have the right to choose if they want to use dice or roleplay it out. BOTH PLAYERS MUST AGREE or it defaults back to DICE USE. If one player still only wants to roleplay it out then he/she may flee the scene.
The dice roll is our default system when it comes to fighting, creating new items, and using their powers and skills on another players.
As players are roleplaying with each other they have the right to choose if they want to use dice or roleplay it out. BOTH PLAYERS MUST AGREE or it defaults back to DICE USE. If one player still only wants to roleplay it out then he/she may flee the scene.
There are a few exceptions to this..
Example #1 if you power is strong enough to be used it on multiple players you must roll. The players in the scene will also roll. Those you beat will feel the affects of the powers, however those that beat your roll can choose.
Example #2 is when you create an herbal remedy in order to prove it works you must roll. ( This is done in the Medicus office, once approve, rolling is no longer necessary to use it.)
Example #3 There will be unique times due to sim wides or how a power is used the Admin team will make the decision if the dice is necessary
Example #1 if you power is strong enough to be used it on multiple players you must roll. The players in the scene will also roll. Those you beat will feel the affects of the powers, however those that beat your roll can choose.
Example #2 is when you create an herbal remedy in order to prove it works you must roll. ( This is done in the Medicus office, once approve, rolling is no longer necessary to use it.)
Example #3 There will be unique times due to sim wides or how a power is used the Admin team will make the decision if the dice is necessary
THE TWO TYPES OF DICE ROLL ON MYTHIA
On Mythia we did not want a complicated dice roll system in which each power has a different system in how you roll for it. As players roleplay, the are given the opportunity to add new skills or physical enhancements in which they will get to add either a +1, +2 or +3 to the role to increase their amount of success. How you role the dice however is the same for every power.. the difference between the dice rolls is based on are you rolling against yourself or are you rolling against another player. Regardless of which type of dice roll you are using, the high roll wins.
The two types of Dice Roll we use"
SOLO ROLL
PLAYER VS. PLAYER ROLL
The two types of Dice Roll we use"
SOLO ROLL
PLAYER VS. PLAYER ROLL
SOLO ROLL (Creating and Learning)
The solo roll will most often be used when your character is using their skills to create something such as a potion or your character is learning a new skill.
If you are creating a potion or learning something new a dice is used to help determine your effectiveness. As stated earlier on this page not player is perfect 100%.
HOW IT WORKS?
Player rolls if the roll is five or higher the person is successful. If it is four and under it fails. Players can take it even further by saying if they roll a 10 they were perfect on this attempt.. where as rolling a 1 was the ultimate fail. The numbers can be used to determine how successful or not they were.
If you are creating a potion or learning something new a dice is used to help determine your effectiveness. As stated earlier on this page not player is perfect 100%.
HOW IT WORKS?
Player rolls if the roll is five or higher the person is successful. If it is four and under it fails. Players can take it even further by saying if they roll a 10 they were perfect on this attempt.. where as rolling a 1 was the ultimate fail. The numbers can be used to determine how successful or not they were.
*Business Note
Currently players that have business are creating things such as clothing, weapons, and even wine. When we shop in real life, not everything we buy turns about to be the greatest thing every. While we are not requiring people to roll when creating items such as sword. The player purchasing your item is not required to think that the item the purchased is the best thing either. The Solo Dice roll can be used to determine how well an item is... If used when the item is purchased. the buyer can claim the item didn't work however they will not have to proof to back it up if confronted.
Example: A sword is purchased from the blacksmith. There is no roll. The buyer takes the sword backs to the Ludus and roleplays that the swords snaps at the first hit. Then begins to tell people ic that the blacksmith makes crappy work. From an admin stand point there is nothing we can do about the items once they have been sold from a store. Therefore the blacksmith looks bad ic.
Same scenario the dice is used. The roll is above 5 many the quality of the item is good. The buyer tries to claim the sword broke on the first try, Admin would be able to step in remedy the situation do to the dice roll.
Currently players that have business are creating things such as clothing, weapons, and even wine. When we shop in real life, not everything we buy turns about to be the greatest thing every. While we are not requiring people to roll when creating items such as sword. The player purchasing your item is not required to think that the item the purchased is the best thing either. The Solo Dice roll can be used to determine how well an item is... If used when the item is purchased. the buyer can claim the item didn't work however they will not have to proof to back it up if confronted.
Example: A sword is purchased from the blacksmith. There is no roll. The buyer takes the sword backs to the Ludus and roleplays that the swords snaps at the first hit. Then begins to tell people ic that the blacksmith makes crappy work. From an admin stand point there is nothing we can do about the items once they have been sold from a store. Therefore the blacksmith looks bad ic.
Same scenario the dice is used. The roll is above 5 many the quality of the item is good. The buyer tries to claim the sword broke on the first try, Admin would be able to step in remedy the situation do to the dice roll.
PLAYER VS. PLAYER ROLL (non-COMBATIVE RP)
The Player VS. Player role is used when a power is being used on another player. It doesn't matter if it is healing or you are trying to set them on fire, you are still using your power on another player. Similar to the idea of the SOLO ROLL no one is perfect 100% of the time. Sometimes Doctors mess up and the best sniper in the world can miss his/her shot.
This dice roll matches that of the Combat fighting with three differences..
The Power Users first post is about pulling the energy to him/her. This post does not require a dice roll as the player is doing something to his/her character.
The Power Users Second post will be the one that starts the dice roll. In this post they will let the other player know the power they are attempting to use as well asn what they think the results of that power will be doing and how the other character may feel. (A herbal rememdy may burn)
The third difference is the reaction. In combat the action used against a player is pretty straight forward. "/me attempts to punch so and so in th face in order to knock them out" Either the role was successful or it failed. Different powers have different results, from mind control, to healing they are not always as black and white as a knock out.
For non-combative use of powers when using the three dice roll, the player having the power used on them will react accordingly based on the dice.
For example: a player is trying to heal another. The user wins the role, the injured place post they can feel something happening. The user post again concentration more, focus etc.. The user loses the dice roll. The injured player doesn't notice anymore of a difference. The user uses the power for a third time and wins the dice roll. TH injured player determines what is healed (dice can be used if there is a question of effectiveness). If the user loses however, he/she must stop and wait 2 hours before attempting to heal. Because the player had won one roll. The injured player received minor healing but needs more.
The player that rolls the highest wins the round.
First player to win the roll three times whens the fight.
For some powers only one roll is needed by both players if both players agree to it.
This dice roll matches that of the Combat fighting with three differences..
The Power Users first post is about pulling the energy to him/her. This post does not require a dice roll as the player is doing something to his/her character.
The Power Users Second post will be the one that starts the dice roll. In this post they will let the other player know the power they are attempting to use as well asn what they think the results of that power will be doing and how the other character may feel. (A herbal rememdy may burn)
The third difference is the reaction. In combat the action used against a player is pretty straight forward. "/me attempts to punch so and so in th face in order to knock them out" Either the role was successful or it failed. Different powers have different results, from mind control, to healing they are not always as black and white as a knock out.
For non-combative use of powers when using the three dice roll, the player having the power used on them will react accordingly based on the dice.
For example: a player is trying to heal another. The user wins the role, the injured place post they can feel something happening. The user post again concentration more, focus etc.. The user loses the dice roll. The injured player doesn't notice anymore of a difference. The user uses the power for a third time and wins the dice roll. TH injured player determines what is healed (dice can be used if there is a question of effectiveness). If the user loses however, he/she must stop and wait 2 hours before attempting to heal. Because the player had won one roll. The injured player received minor healing but needs more.
The player that rolls the highest wins the round.
First player to win the roll three times whens the fight.
For some powers only one roll is needed by both players if both players agree to it.