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RP-PVE events, D&D style!

2 posts · started by Bethany Hawke on Mar 10, 2016 · 2327 views · in General Discussion
Emilia of CamlornMar 10, 2016
Mar 10, 2016 at 01:53 AM #1
ESO pver/rp Guide - D&D style.

The system myself, Phenie, Afer and Thorn had came up with and tested was first of all designed for one main purpose - to bring a reasonable degree of organization to the RP event, to make it even more enjoyable for all parties involved. The combat rolls, as well as situational rolls were simplified to keep the event as fluid as possible, not having to deal with a bizilion of in-depth calculations typically assosiciated with D&D style events.Without further due...

Part 1: Scenario.

When creating a scenario for such an event, a few key features must be kept in mind at all times.

First off - the Setting. The location which enables good amount of roaming as well as being supportive of the overall theme for the event, be it an ancient decrepit fortress, a desolate wasteland, or a mysterious forest. Many things to take into account, such as level restriction, the level cap of mobs/npc in the area, as well as the availability of the location itself. For example, an open world location and/or public dungeon offers near-iunlimited number of participants... while certain more thematic dungeons allow only 4 players at a time. Another helpful tip is to always have a back up location and necessary story flexibility... which brings us to the next point.

Outline is an essential part of making a successful event, which flows smoothly and enjoyably for all. Now, there outline - or the general idea of the plot, along with a few key momentoes/encounters - does not nessesarely have to be written down. As long as you can recall the key points at any given time - it is all you need.Also, it helps to keep such outline /as brief as possible/ - going too much into detail /will/ create complications along the way - especially if due to time, or any other factor the plot may be in need of adjustment. Keeping it as free-flowing as possible will result in a seamless experience even when such on-the-spot changes are needed.

Special Encounters/Bosses - now, what dungeon it is without a daunting boss to face, no? Even more exiting when such an encounter comes as a surprise to the party. Example: during his quest to reclaim his soul that lead the party into the depths of Coldharbor, Thorn began to experience consequences of his soul-less status. After each mod encounter, a roll was made to determine his mental status - aka whether this indoctrination takes any effect on him, or not. After 3 strikes, Thorn succumbed to the evil pressure, turning into a Boss encounter himself... It is essential to keep in mind just how many players are involved into the event, thus adjusting the difficulty accordingly. Now, moving onto an exciting part of any action-orientated event - the combat...

Part 2: Combat System.

In order to make the combat experience as fluid and enjoyable as possible, a simplified adaptation of the classic D&D die roll system was created. To provide a greater and more exciting variety of possibilities, a d-20 die was chosen as a prime decision-maker. Why? The 20-sided die offers greater range of possibilities, with a chance of either critical success/failure, which adds even more flavor to the encounter.

Basic Rules: as we found out trough trial and error, having 2 people acting as a GM (Game Master) offers best fluidity - though it is entirely possible to have a single GM overseeing the event. Taxing - but doable. Now, the base combat is constituted from 2 parts. First, an initiative roll is made to determine the order of turns for the parties involved (when applicable. Example - a player ambushes the enemy npc from a safe position. No initiative roll required, as played lands his/her attack on unsuspecting enemy without risk of retaliation. On the following turn, however - normal rules apply if the target remains active/alive). Consider following scenario: a party of 4 is about to enter a combat against 2 opponents. 6 d-20 rolls are made - 1 for each player/npc involved. Example: the die rolls came up as 12, 2, 19, 14, 17, 6 - meaning that player/npcwith the highest number has the priority to start. From then on, the order descends onto the next highest number, ect.

Now, once the order of turns is all set and ready to go, it is time for the Combat Rolls. Once again, the highest initiative player/npc opens with an attack roll. Then, the second roll is made to determine the defense of one whom he attacked. Example: Korvos rolled highest initiative, choosing to attack a skeleton. Attack roll is 19, when the defence roll is 7. Korvos scores a definite hit on the opponent, and skeleton looses 1HP (hit point). NOTE: usually 3 HP assigned to each player character (hero), while the HP of the enemies they face may wary depending on the situation (easy opponents aka skeevers/scamps - 1 HP common, medium difficulty - 2HP, bosses and gard enemies - 3+ HP. However, depending on the difficulty of the scenario hero's HP may be elevated to 4 HP, in order to provide a challenge as well as means to overcome it. Depending on the scenario and the number of participants, the HP of both the PC and the npc/bosses should be scaled in relation to each other.

NOTE: there will be cases when a group of Player Characters (PC's) will come across some sort of a trap. In such a case, the roll is made to determine. A LOW rolls (1-10) signifies that the PC for whom the roll was made has been affected by the trap, with the results depending on the scenario set by the Game Master (GM). A HIGH roll of 11-20 indicates the successful evasion of the trap by the affected PC.

Part 3: Special/Situational Abilities

It is only fair that at some point in the difficult, nigh-impossible boss battle, the PC must have a moment to shine. As such, when the situation is appropriate the PC may use his/hers turn to enact a special ability that will use the entire action. First off, there is always a chance that something will go horribly, horribly wrong - or rather, succeed with truly Divine stroke of luck! A die roll is made to determine the success of the action - a d20, with the rolls from 2-8 signifying the likely failure of the ability, 9-11 signify success, though only to a half extend, and 12-19 respectively stand for ability power in full strength. Now, as mentioned before there is a chance of an outlier number. 1 signifies a spectacular failure to perform the desired task, due to any factor appropriate in context of the scenario. 20 stands for a magnificent success, which doubles the desired effect of the ability on the field. To illustrate:

The group had suffered a substantial damage during the battle with a particularly tedious foe. The general HP of the Player Characters (PC) had dropped, to 2/4/and 1/4. A mage that happened to be in the group, attempts to cast a healing spell. The die roll is 8, meaning that she spell is only partial success. Ect.

Edited Mar 10, 2016 at 01:53 AM by 0

GnarlyarchfiendMar 10, 2016
Mar 10, 2016 at 02:34 AM #2
Special abilities
There are a lot of colorful Characters that are also combative characters. But not all have to fight the same. Special abilites or 'Heroic abilities' is meant to give your character that special RP combat feel and feel like your character can make a actual effect on the battle field. Varus explain a lot on the abilities already. I am just gonna explain how one can activate it and good examples.

To activate them it follows the same mechanic as the 'High and Low' mechanics. At certain moments your can activate a heroic ability which can be offensive, defensive or support. Usually they have a limited number of uses per battle. Simply chose high or low and your DM with roll for you. If successful your ability activates. If you crit it the effects are 2x.
Examples: Afer's list of heroic abilites. 1. Can redirect damage focused on a ally to him self taking the full effect. 2. Can give himself a damage shield absorbing 1 damage. 3. Can counter after getting hit returning the same amount of damage dealt to him.
Abilities are limited in battle. Usually 1-2 per battle. and the Character should be limited to 3 abilities at a time..
But as we know, there are some abilities just to gosh darn powerful. That is ok. now the proc rate changes. Now in this situation Low = 1-5 and High = 15-20 making the chances harder. And that will adjust more base on the abilites.
Some Examples of OP moves. Abilities that puts Dots on bosses ((Damage over time)) Abilities that do additional damage on hit like auto crit abilities, etc.

Edited Mar 10, 2016 at 02:36 AM by 0