WizO_Trelian
First Post
*ahem* Okay, there are a couple of things in this post that I want to immediately address.
A character sheet with some idea of your character's powers is indeed a good idea. People will avoid play if your char keeps getting out of jams by showing powers that it never did before, just because now you need it to have those powers. But it doesn't have to be a DnD character sheet. And there is no reason to tell people they have to know their characters Fortitude Save or Hit Points or Armor Class or any number or set of numbers normally used in DnD mechanics. If you want to play by DnD rules, go on a Dungeon Delve or work out an agreement with other players in PMs or off-line. It should be enough to say "this is what my char tried to do to yours and my char is about low/medium/high/ridiculous level" and let them determine if their char takes the hit.
Again, I question this mentality. The default in ISRP is no set mechanics or combat rules. If you yourself only want to play by DnD standards, then it's up to you to PM the other player and determine this before you get so far into combat that you think "all hell breaks loose." Try reading Tharivious's excellent guide to ISRP combat (see the sticky "ISRP Guides" for a link). DnD mechanics have their own distortion of reality. In real life, a lvl7 fighter might defeat a lvl17 wizard by accident and circumstance and general bad luck. DnD makes some allowance by critical success/failure rolls but the point of ISRP is good roleplaying, not whether or not the dice come up with the right number at the right time.
Remember though that saving your character's life doesn't have to involve ignoring hits. Try leaving the combat area with "staggers away, burnt to an almost crisp" or similar. If you're the one who's winning (or think you ought to win) then PM the other player to determine how far they're willing to go. Even a horribly evil villain can roleplay "you are no longer worth my time" if the other player is willing for their char to take injury but not be killed.
Otherwise, some very nicely put and useful advice.
preacher of nothing said:12. When you create your character, IF you use a cs, which i suggest everyone does, since it IS indeed a FREEFORM chatroom, you should at least have some idea of what its powers are. None of this:
assassin tells you ((Ok...so he watched you for much more than 3 rounds, then made a death attack....what's your fort. save?))
You tell assassin ((i have no idea...i mean..err....he's high level, so i think it's....err....high))
If you have a cs, you'll be able to answer directly.
A character sheet with some idea of your character's powers is indeed a good idea. People will avoid play if your char keeps getting out of jams by showing powers that it never did before, just because now you need it to have those powers. But it doesn't have to be a DnD character sheet. And there is no reason to tell people they have to know their characters Fortitude Save or Hit Points or Armor Class or any number or set of numbers normally used in DnD mechanics. If you want to play by DnD rules, go on a Dungeon Delve or work out an agreement with other players in PMs or off-line. It should be enough to say "this is what my char tried to do to yours and my char is about low/medium/high/ridiculous level" and let them determine if their char takes the hit.
14. If you don't have a cs and you don't know the rules, stay away from fights. This may sound stupid now.....but fight with someone that does know the rules and all hell breaks loose. It's not your fault and it's not their fault. Freeforming has its benefits and it's all good.....but i won't fight a character COMPLETELY freeform...It can lead to many misunderstandings. Such as a lvl. 17 wizard being defeated by a lvl 7 fighter. The lvl7 fighter might be very good at describing what he does. He can know his weapon (like shen said) as well as he wants....when the wizard casts a powerful spell he's toast. And if the lvl 7 figther doesn't know the rules and is fully freeforming, he might not accept it...
Again, I question this mentality. The default in ISRP is no set mechanics or combat rules. If you yourself only want to play by DnD standards, then it's up to you to PM the other player and determine this before you get so far into combat that you think "all hell breaks loose." Try reading Tharivious's excellent guide to ISRP combat (see the sticky "ISRP Guides" for a link). DnD mechanics have their own distortion of reality. In real life, a lvl7 fighter might defeat a lvl17 wizard by accident and circumstance and general bad luck. DnD makes some allowance by critical success/failure rolls but the point of ISRP is good roleplaying, not whether or not the dice come up with the right number at the right time.
Remember though that saving your character's life doesn't have to involve ignoring hits. Try leaving the combat area with "staggers away, burnt to an almost crisp" or similar. If you're the one who's winning (or think you ought to win) then PM the other player to determine how far they're willing to go. Even a horribly evil villain can roleplay "you are no longer worth my time" if the other player is willing for their char to take injury but not be killed.
Otherwise, some very nicely put and useful advice.
