Hello, and welcome to Roll to Dodge…again.
So, the last time we had this game going on, we had Hitler turning people into Volkswagens. We had sentient Moldavian pickups. We had horribly underperforming Cossacks. Then the game died for some reason. Weird. It’s time to revive it, don’t you think? Lemme copy paste the OP from the previous one. (with some changes).
Roll to Dodge is a free-form role-playing game (usually played over forum or IRC) designed to have simple enough rules that anyone can jump in and start playing immediately. (don’t think I came up with it. It’s so simple I would not be original even if I did create something like that myself). The rules go like this:
Each turn, a player submits an action and, at the end of the turn, GM (me, that is) rolls a six-sided dice, one for each player to determine the result of each action.
There are six levels of success, depending on the number rolled, shown below:
1 - Critical Failure - The action is effectively not performed and instead backfires horribly. (Even if you have positive modifiers, a natural 1 (a premodifier 1, that is) can result in a critical failure. Whether you do get one or not depends on a saving die throw. If you roll more than your modifier - for example, more than 2 for +2 - you get a critical failure anyways. Otherwise, you get an ordinary failure)
2 - Failure - The action is not performed, pretty much.
3 - Partial success - The action is performed, but the results aren’t as good as the player wanted. Alternately, you fail, but not without a bonus.
4 - Success - The action is performed adequately.
5 - Epic Success - The action is performed very well, better than expected.
6 - Overshoot - The action is performed too well for your own good, and has unforeseen consequences. (You need to get a natural 6 for that. If you get to a 6 with the help of modifiers, you get an Epic Success instead.)
When you are attacked or overshoot (and sometimes, when you get a critical failure too) , you will have to Roll to Dodge the attack. This works exactly the same as the normal action, except it’s performed automatically, and the 6 counts as you counter-attacking the attacker.
You can do any action you wish (Go to some other place, try to find something, craft something from the items in your equipment, attack somebody, for an instance). Keep it kinda reasonable though. If you decide to do something gamebreaking (for an instance, become invulnerable to any attacks), I WILL nerf your action. Also, keep in mind that in most of the locations in the game, most of the location’s features are completely unknown (even by me) until the feature gets brought up (and possibly settled by the die roll). For an instance, if you are looking for a shelter in some outdoors location, and get a 4, it’ll turn out some hut or something like this was there all along.
Oh, and keep to one action per turn (I’ll be angry if you try to skew that one too much). Oh, and talking’s usually a free action.
Now, due to the nature of Roll to Dodge, I won’t be doing any special signups. You just can jump into the play. (with some nice arrival as the first action perhaps). Every player begins with 40 HP and some ordinary clothing…
The first roll will be after 4 players come in, or in roughly 24 hours from now, whichever comes later. (I hope)
Ok, so here’s the zeroth description:
The automation community meetup… it was not a good idea. You don’t remember shit from the party last night (at least you hope it was last night), and you all wake up in a forest.
The first players face the scenario above.