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How would you adjudicate these?(totally writerblocked, please help)
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<blockquote data-quote="Magius del Cotto" data-source="post: 1226443" data-attributes="member: 6554"><p>The way that I'd handle it would be by "doubling" the characters. One would be the character in the world, who has the classic set of skills/feats/whatever, the other would be the hacker/player. I'd have a set of "spheres" of skills for the player that would look something like this:</p><p></p><p>Hack(stealth): Your skill in keeping your hacks undetected.</p><p>Hack(map): Your skill at hacking into the game's mapping system.</p><p>Hack(combat): Your skill at hacking into the game's combat engine.</p><p>Social(diplomacy): How well you're able to word your responses. The more diplomatic the player, the more diplomatic the character.</p><p>Social(Intimidate): How well you strike fear into others. The more intimidating the player's speech, the more intimidating the character.</p><p>Game(Maps): Your ability to map areas of the game and recall how to find things.</p><p>Game(Creatures): Your knowledge of the creatures in the game.</p><p>etc.</p><p></p><p>Each of these different categories (Hack, Social, and Game) make things easier for the character, allowing them to gain temporary bonuses or get to equipment more easily (Hack), exceed their normal social skill ranks (Social), or find/know things that the other players wouldn't (Game).</p><p>For experience, I'd say that the character gains experience normally (however that is handled), while the player would get a set amount of experience per session (maybe 25 * player level) modified by how far the characters have gone since beginning/new things tried by the players/etc. IMO, this would be the best way to handle things like simulating a MMORPG.</p><p>Of course, for the hack skill, there would have to be a way to combine the skills to achieve most of the hacks (such as that posted by SnowDog), but I'll leave the details of that one for others to hash out.</p><p>For now...</p><p>Magius out.</p></blockquote><p></p>
[QUOTE="Magius del Cotto, post: 1226443, member: 6554"] The way that I'd handle it would be by "doubling" the characters. One would be the character in the world, who has the classic set of skills/feats/whatever, the other would be the hacker/player. I'd have a set of "spheres" of skills for the player that would look something like this: Hack(stealth): Your skill in keeping your hacks undetected. Hack(map): Your skill at hacking into the game's mapping system. Hack(combat): Your skill at hacking into the game's combat engine. Social(diplomacy): How well you're able to word your responses. The more diplomatic the player, the more diplomatic the character. Social(Intimidate): How well you strike fear into others. The more intimidating the player's speech, the more intimidating the character. Game(Maps): Your ability to map areas of the game and recall how to find things. Game(Creatures): Your knowledge of the creatures in the game. etc. Each of these different categories (Hack, Social, and Game) make things easier for the character, allowing them to gain temporary bonuses or get to equipment more easily (Hack), exceed their normal social skill ranks (Social), or find/know things that the other players wouldn't (Game). For experience, I'd say that the character gains experience normally (however that is handled), while the player would get a set amount of experience per session (maybe 25 * player level) modified by how far the characters have gone since beginning/new things tried by the players/etc. IMO, this would be the best way to handle things like simulating a MMORPG. Of course, for the hack skill, there would have to be a way to combine the skills to achieve most of the hacks (such as that posted by SnowDog), but I'll leave the details of that one for others to hash out. For now... Magius out. [/QUOTE]
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How would you adjudicate these?(totally writerblocked, please help)
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