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<blockquote data-quote="MacConnell" data-source="post: 7178043" data-attributes="member: 6855223"><p>Being mathematical in nature, consistency is imperative for me. I have several discussion threads on the <a href="http://www.enworld.org/forum/group.php?groupid=504" target="_blank">Community Page</a> listing the skills and abilities used to determine the outcome of tasks requiring a chance of failure rather than straight role-play.</p><p></p><p>The random element is % based, and all attempts are calculated as that the higher the result the better the outcome. Some attempts have opposing algorithms, like combat, and some are compared against time. For example, if identifying an item is going to take a week of game time, it is not worth pursuing. The attempt should be tried again when the character has more skill.</p><p></p><p>Magic is the one thing handled quite differently from D&D, in that I found it to be too inconsistent, there. Instead of memorizing spells that are magically forgotten, a character can perform various paranormal tasks, like ignite an opponent in flame. The range, affect, and damage depend on the characters abilities and skill rather than on memorizing fireball as opposed to flaming sphere.</p><p></p><p>The magic system, called manipulating way, is based on the actual mythologies of several ancient peoples including Celts, Apaches, and Mayans.</p><p></p><p>Since I have been posting as much information as I can, there is now quite a bit available. It can be a lot to absorb. Most of the PbP is role-play involving interaction of the PCs with NPCs and problem solving, but combat will occur as it always adds an exciting element to the game.</p><p></p><p>As for parameters, as most everyone I meet has been gaming for a very long time, the player knowledge base is often much greater than the character's should be at the current time of play. So even though a player knows about teleporting or shapeshifting, it isn't possible for the character to even attempt it with out certain prerequisites. This is generally just a matter of player discretion, though, and my active players have shown shown such, along with great role-playing.</p></blockquote><p></p>
[QUOTE="MacConnell, post: 7178043, member: 6855223"] Being mathematical in nature, consistency is imperative for me. I have several discussion threads on the [URL="http://www.enworld.org/forum/group.php?groupid=504"]Community Page[/URL] listing the skills and abilities used to determine the outcome of tasks requiring a chance of failure rather than straight role-play. The random element is % based, and all attempts are calculated as that the higher the result the better the outcome. Some attempts have opposing algorithms, like combat, and some are compared against time. For example, if identifying an item is going to take a week of game time, it is not worth pursuing. The attempt should be tried again when the character has more skill. Magic is the one thing handled quite differently from D&D, in that I found it to be too inconsistent, there. Instead of memorizing spells that are magically forgotten, a character can perform various paranormal tasks, like ignite an opponent in flame. The range, affect, and damage depend on the characters abilities and skill rather than on memorizing fireball as opposed to flaming sphere. The magic system, called manipulating way, is based on the actual mythologies of several ancient peoples including Celts, Apaches, and Mayans. Since I have been posting as much information as I can, there is now quite a bit available. It can be a lot to absorb. Most of the PbP is role-play involving interaction of the PCs with NPCs and problem solving, but combat will occur as it always adds an exciting element to the game. As for parameters, as most everyone I meet has been gaming for a very long time, the player knowledge base is often much greater than the character's should be at the current time of play. So even though a player knows about teleporting or shapeshifting, it isn't possible for the character to even attempt it with out certain prerequisites. This is generally just a matter of player discretion, though, and my active players have shown shown such, along with great role-playing. [/QUOTE]
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