@check changes
Posted by Apostate on 09/14/20
As mentioned in a previous most, we're redoing the @check command in preparation for some major revamps in GMing, which will be followed with changes to @harm, health, armor, unconsciousness, and death checks in GM scenes and PRPs. +fight is not being tweaked, so combat code will currently stay the same, just with new health scaling, unconsciousness and death checks.
@check will longer take a target number, but a descriptive difficulty of 'easy', 'normal', 'hard', or 'daunting'. So a character in a GM'd scene trying to climb over a wall might '@check dexterity + athletics at normal' instead of the old '@check dexterity + athletics at 30'. Results will not return a numerical value, but a descriptive one, with a range like catastrophic botch, botch, failure, marginal failure, marginal success, success, spectacular success, inhuman success.
Two new versions of check will be added. One will be a @check/contest, specifically for events such as competitions, so that a host can roll everyone at once, and it'll return results in order of highest to lowest to know the placement of finishers.
The other new form of check is a one-on-one contested @check, called @check/vs, where two characters can do a simple contested check of stat + skill vs other stat + skill, or with/against a single stat with no skill. So if someone wants to '@check command + theology vs tyrval,willpower' to see if they literally bore him to death.
That said, the command won't have any kind of restriction on use, so it's currently something that should be seen as full consent. It absolutely should not be used by someone trying to make up their own rules for social combat, do not use it for this, as those are things that I'll define later. It can and should be used for either part of events, with well understood stakes- ie, someone holding an arm wrestling contest, and just has people check str vs str to see who wins. Or it can be used by players consenting and being fine with deciding how RP develops on their own. It's not for non-con use outside of GMing, but that said I am pretty sure people will find it a lot of fun to do checks against their friends and let it guide their RP in unexpected ways.
@check will longer take a target number, but a descriptive difficulty of 'easy', 'normal', 'hard', or 'daunting'. So a character in a GM'd scene trying to climb over a wall might '@check dexterity + athletics at normal' instead of the old '@check dexterity + athletics at 30'. Results will not return a numerical value, but a descriptive one, with a range like catastrophic botch, botch, failure, marginal failure, marginal success, success, spectacular success, inhuman success.
Two new versions of check will be added. One will be a @check/contest, specifically for events such as competitions, so that a host can roll everyone at once, and it'll return results in order of highest to lowest to know the placement of finishers.
The other new form of check is a one-on-one contested @check, called @check/vs, where two characters can do a simple contested check of stat + skill vs other stat + skill, or with/against a single stat with no skill. So if someone wants to '@check command + theology vs tyrval,willpower' to see if they literally bore him to death.
That said, the command won't have any kind of restriction on use, so it's currently something that should be seen as full consent. It absolutely should not be used by someone trying to make up their own rules for social combat, do not use it for this, as those are things that I'll define later. It can and should be used for either part of events, with well understood stakes- ie, someone holding an arm wrestling contest, and just has people check str vs str to see who wins. Or it can be used by players consenting and being fine with deciding how RP develops on their own. It's not for non-con use outside of GMing, but that said I am pretty sure people will find it a lot of fun to do checks against their friends and let it guide their RP in unexpected ways.