Post by Yuyu on May 27, 2015 21:31:08 GMT
Rolling the Die
InformationThe Dice Rolling is included only in the portion of this site that includes risk factor. Considering some risks are hard to gauge in a roleplay due to several different factors and personality traits (such as ability to be stealthy, whether one is light on their feet, whether other characters are paying attention, etc), we've decided to make this a chance based thing. This will mostly be used for the resistance and members joining the resistance, but it will also be used if your character attempts to steal something. Since this seems to be a complex idea, we have decided to make a thread explaining the concepts behind it so no one gets lost. There will also be several examples that you can look at to follow along with this.
The main reason behind this is to stray from having things too easy for the resistance; we want the site to be as authentic as possible when it comes to real life situations, and chance is part of that. After all, every member can't just walk into the Association and steal supplies that the resistance needs to function. Some will get caught, some will get sighted but not arrested, and some will never be found out. But to make sure that it's a fair game, the Staff of BtC have made this Dice Rolling that will be included in anything with risk that can be favored heavily toward (plot line things with your own characters MAY be an exception, but please ask a staffer ahead of time).
The DieAll of the staff will be using the online random die roller that can be found here. In order to make sure that you know none of us have cheated, we will post a screenshot in the thread showing the result of the die roller like so:
Please note that we will be using more than just a four or six sided die - depending on how high ranking your character is and how high of a risk factor the task the character is doing (along with intimidation level in some instances) will depend on how many sides the die will have.
How Does This WorkThere are a couple things that factor into this. But first, let's start with the sides of the die and what you want to work toward getting.
The higher the number of sides on the die, the better chance that you will succeed in whatever task you're going to do. For example: a twenty sided die is the best bet you will have in succeeding for whatever task you're trying to accomplish. If the die lands on any number from 1-14, your character will be safe from being discovered. However, if the die lands on any number from 15-20, your character will be found out. Being found out is not the end game; it's simply another obstacle that you must pass. After the die roll, it's all dependent on the other roleplayer who's caught you, or the NPC (which SHOULD be played by another roleplayer, but depending on circumstances, you might be able to get away with doing it yourself).
On the other hand, the lower the number of sides on the die, the worse of a chance that you will succeed. The worst die that you could have thrown is the four sided die. The only safe haven on said die is the number 1; if it lands on any number between 2-4, then your character is discovered. This die is reserved for the most dangerous and risky situations, such as sneaking into the Director's Office or taking large items that are difficult to pull off sneaking away.
Now that you understand the basic concept behind the sides of the die and what they mean, here is a small table showing you the rest of the dice that can be tossed:
# of sides on die | "safe" zone | "caught" zone |
4 | 1 | 2-4 |
6 | 1 & 2 | 3-6 |
8 | 1-3 | 4-8 |
10 | 1-5 | 6-10 |
12 | 1-7 | 8-12 |
20 | 1-14 | 15-20 |
Now, we'll discuss what kinds of risks will be associated with certain die sides. Remember that this thread can be edited at any time and just because something is not on here does not mean that it isn't associated with a risk; always remember to ask a staffer if you question it:
20 sided die |
stealing one small item (food, cigarettes) |
successfully picking a lock (when no one's around) |
hiding (generally in a place with many hiding spots) |
being Head of Guards (automatically makes it to where you aren't at much risk to be discovered) |
12 sided die |
stealing a semi-small item (cell-phone, whole pack of smokes, things easier to notice if they're missing) |
successfully picking a lock (when someone is in a room down the hall or someone's patrolling) |
hiding (in more obvious places, like under a table) |
having high intimidation automatically puts all of your risks under a 12 sided die |
10 sided die |
stealing medium sized items (desks, tasers, etc) |
successfully picking a lock (when someone's across the hall, on their way to you) |
hiding (where you aren't really hiding, but attempting to avoid getting seen) |
having a medium intimidation level or being a higher ranking guard gets your die roll to an automatic 10 (at least) |
8 sided die |
stealing large sized items (bags of clothing, lots of food, anything that can make a lot of noise when moving it, any alcohol) |
assisting a resistance member by or near the Association |
attempting to sneak out during night when doors are closed and monitoring is slower |
6 sided die |
stealing groups of things (smuggling out members for the resistance in a low quantity, stealing several meals at a time, stealing a mass quantity of alcohol or any items) |
assisting several resistance members by or near the Association/sneaking them inside the Association |
attempting to sneak out during the day when guards are more active, but having a higher Breeder rank |
4 sided die |
stealing groups of things (smuggling out members for the resistance in a high quantity, stealing many meals at a time, stealing a huge quantity of alcohol or any guns at all) |
assisting the leader of the resistance by or near the Association/sneaking them inside the Association |
attempting to sneak out during the day when guards are more active, but having a low Breeder rank |
having a low intimidation rank or a low rank as a Guard might make most of your tasks risky/in this die roll |
Understand that these are not the only things that any of these dice can be rolled for; if you come up with a risk that is not on these tables, please be sure to consult a staffer before assuming anything. The roleplay is meant to be as authentic as possible, and if you have anything to offer to it, we will reward you as we see fit (a free power for a character, more money in your account, etc).
In order for you to understand this thread, please be sure you read up on these threads:
Bribes and their Risk Factors
Ranks of Guards and Intimidation Level