MDL
RIP Doctor Calgori (2012-2017)
The PbT (Play-by-trait) System is a very simple dice system that is designed for play-by-post roleplaying where the narrative is the main focus and intent. I know some people hesitate to play dice games, but just follow me here, this is extremely simple.
Why create this system?
The ultra-complex dice systems that are among the most popular today don't (in my opinion) lend themselves well to PbP roleplaying. I'm aware that there are groups that make this complexity work quite well on the forums, but with my personal intention as a GM always being on the writing and collaborative story aspect of PbP, they don't fit me well. With that said, what I do like about dice systems, in general, is the idea of randomness and established character proficiency. Freeform games have a tendency to become less dynamic than I think serves them best and with the addition of this simple system, I will hardcode that dynamism into the roleplaying experience.
How it works
Players pick 5 traits from the trait list during character creation. These are areas of expertise, skill, and/or an innate ability of your character. If you think that there is a trait missing that covers a specific aspect of your character, please send me a PM and I will add it to the list.
Dice are only rolled for tasks that are considered hard for your character. For a character with the Athletic trait, dice will not be rolled when attempting to vault a neck-high fence. But if the same character wants to scale the side of a building and get in through a third-story window, dice are rolled. This removes the need to establish difficulty in rolls and only implements dice at certain times, therefore fulfilling their purpose of adding randomness to unfolding events.
All dice rolls are 1d6. 1-3 is a failure and 4-6 is a success. Traits add +1 or +2 to a dice roll which gives roughly a 33% and 16% chance of success respectively. This does not mean however that dice rolls open up all skillsets for all characters. If your character isn't a hacker, he/she can't hack. That's a non-starter. Most characters could theoretically attempt to climb the side of the building to the second-story window, but the 50% failure chance should be enough to deter players whose characters wouldn't be inclined to attempt such a risky endeavor.
Your thoughts on this? Anything you would add?
Why create this system?
The ultra-complex dice systems that are among the most popular today don't (in my opinion) lend themselves well to PbP roleplaying. I'm aware that there are groups that make this complexity work quite well on the forums, but with my personal intention as a GM always being on the writing and collaborative story aspect of PbP, they don't fit me well. With that said, what I do like about dice systems, in general, is the idea of randomness and established character proficiency. Freeform games have a tendency to become less dynamic than I think serves them best and with the addition of this simple system, I will hardcode that dynamism into the roleplaying experience.
How it works
Players pick 5 traits from the trait list during character creation. These are areas of expertise, skill, and/or an innate ability of your character. If you think that there is a trait missing that covers a specific aspect of your character, please send me a PM and I will add it to the list.
Dice are only rolled for tasks that are considered hard for your character. For a character with the Athletic trait, dice will not be rolled when attempting to vault a neck-high fence. But if the same character wants to scale the side of a building and get in through a third-story window, dice are rolled. This removes the need to establish difficulty in rolls and only implements dice at certain times, therefore fulfilling their purpose of adding randomness to unfolding events.
All dice rolls are 1d6. 1-3 is a failure and 4-6 is a success. Traits add +1 or +2 to a dice roll which gives roughly a 33% and 16% chance of success respectively. This does not mean however that dice rolls open up all skillsets for all characters. If your character isn't a hacker, he/she can't hack. That's a non-starter. Most characters could theoretically attempt to climb the side of the building to the second-story window, but the 50% failure chance should be enough to deter players whose characters wouldn't be inclined to attempt such a risky endeavor.
Your thoughts on this? Anything you would add?
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