A topic about the dice matches

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Hagen-Autem
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A topic about the dice matches

Unread post by Hagen-Autem »

I believe this topic has already been brought up, and I even asked about it myself on the Discord server recently; however, I wanted to propose it on the forum to hear other opinions.

I'm interested in trying out a match that involves dice, and I wanted to suggest and get some good advice from you so that it can be a type of match that everyone can use, or at least have a guide on how to use them in the forum. I know that it all depends on your partner, what you want, among other factors, but I wanted to see what things we can discuss as a community without getting angry at each other.

But let's take it step by step:

1. What do you think of dice matches?

Do you like them, dislike them, or are you indifferent? It depends on...
Tell me what you think about them. What has been your experience? Would you like to use dice in a thread? What advice would you give to someone trying one out?


2. For now, this is my opinion—
It would be good to try it with a character whose record I don't care much about, so as not to affect anyone's story. It would be a cool way to relax with threads that don't require so much planning.
I would consider creating a separate record for this type of match, or not including them in the record of the character used, or making it official under the premise that ‘anyone can lose or win depending on the circumstances.’ I really feel that it's up to each person to decide how they take the result.
I would talk to my partner to see if we can define the ending. The dice would only influence the course of the match.


3. Rules that have occurred to me—

That came to mind, in case anyone is interested, and if you want to suggest more, they are welcome!— Here just are some ideas I have:
  • Each post would be a different move, so the thread would be more like... a summary of a match where the key moments are recounted!
  • Rock, paper, scissors. Each user has a dice; both roll it, and the highest result determines who makes a move and who receives it. If there is a tie, it depends on how you want to roleplay it. Haha
  • Each character can have a life bar. It does not necessarily reflect their level of fatigue; it could just represent how close or far they are from winning.
  • Suggest a dice match rule
Last edited by Hagen-Autem on Sun Oct 12, 2025 9:46 pm, edited 1 time in total.
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Re: A topic about the dice matches

Unread post by DSX93 »

When it comes to dice matches, I'd do it as you suggested under #2, with characters whose records that you and your partner don't care much about. And I'd forget about setting a specific ending: In my experience, when you introduce chance to RP like this, it'll inevitably derail the majority of whatever plans you set, whether big or small.

And I'd suggest having measures in place in case things go to hell with your rolls, like allowing some degree of control to be taken in the case of one bad roll after another, if it's getting in the way of your enjoyment of things. And you should definitely be prepared to communicate with a partner even more closely than you would for a regular thread.

My only experience with dice was in a server where the action was based on sexfighting, PvP. And there were a bunch of D&D-esque bells and whistles in place: Critical successes/failures, health and stamina values, levels, perks, etc. It started off as fun at first, but turned into a horrid, dreadful mess before long. There were specific arcs that I wanted to take my characters on story-wise, and I wanted to be able to portray them in certain ways that the dice system made impossible, even with a simplified ruleset (though there were other, more major issues with how the place was run that affected things as well) and opponents who were on the same level, and the person who ran the server was very strict about sticking to this system in the RP.

In other words, all of this is coming from someone who's had a largely negative experience with dice, so feel free to take this with a grain of salt. But tl;dr, two big suggestions that I'd make if you're going to be bringing dice into RP is:

1. Don't plan it too deeply.

2. Check in regularly with your partners, especially if the RNG is leaning heavily towards one side.
Last edited by DSX93 on Sun Oct 12, 2025 11:02 pm, edited 2 times in total.
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Re: A topic about the dice matches

Unread post by ThurmanMermanPlx »

I've never done one personally, but just reading your post here...

On the topic of records and results; if the end result/winner can still be planned out in advance and the dice are just a way of randomizing who gets to pull off the next move, why do you need to create separate win/loss records specifically for this? The end result is what matters, so unless you're randomizing that too, I don't see the need, personally.

That aside, as DSX says, anyone participating needs to be aware of, and accepting of, the possibility that RNG gods decide to bring the hammer down on them - or otherwise have a failsafe in place to try to mitigate this. Perhaps each user gets two or three re-rolls they can use for the match, and if at some point they don't like where it's headed they can re-roll that post to try to get it in their favor. Or, alternatively, take the RNG element out of this part and give each user two or three 'I want this spot' actions that they can use to ensure they still get to pull off the things they want to see.

I'm just spitballing though, I don't know how any of this would function in practice.
Last edited by ThurmanMermanPlx on Sun Oct 12, 2025 11:28 pm, edited 1 time in total.
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Re: A topic about the dice matches

Unread post by Blade ocs »

Dice should be sperate and you would be able to chose a winner. Record shouldn't matter or have a new one.

I donenot before. Everyone had a set HP when you did an move you rolled a d20 and your opponent also rolled it and if you got it higher you get to do moce and such


Thwre could be people who are dishonest with thwre rolls
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Re: A topic about the dice matches

Unread post by Jaystar »

In theory the idea of randomizing the complete match and outcome by dice sounds a pretty fun idea to at least try out - never done it before.

But for me, three conditions would have to be fulfilled:
1. I am happy for the character in question to take a W or L against the specific character they're fighting against
2. I can be certain that the partner feels the same way about their character against my specific one as well
3. The match type/moves "available" would be OK for my character to participate in

So that already narrows the options down quite a bit, because often if there is an appealing pairing, I might already have a preference over W/L. Or then, not all characters would be open for all kinds of matches etc.

I guess the methodology should be somehow that the first roll of (some rather multi-sided) dice would pick from a list of types of moves, and then the second roll (with less options/sides) would determine whether it would be successful or not. It might need some pretty thorough planning, what would each roll of dice mean, and how exactly would the match dynamics work. What about match type? When will the ending take place?

The idea that the outcome would be set beforehand, but moves randomized by dice is not that appealing to me. If you'll randomize, randomize it all the way.

I wouldn't bother setting up any separate records for dice kind of matches - as the conditions above should already cover that any result wouldn't be an "issue".
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Re: A topic about the dice matches

Unread post by Hagen-Autem »

Hey, Hey!

It's a bit late here, but I wanted to say a couple of things before I go to bed.

Thanks for your opinions and ideas. It helps me a lot to organise and create rules for this type of match. Secondly, this is what I've been able to come up with:

Firstly,
I'm not too keen on the idea of creating a second record, but I once heard someone complain about leaving things to chance, and well, I thought of that option for those who don't want to mix things that are random with things that are under their control, thus separating the random from the historylines. However, it's an idea that depends on each person whether they implement it, try it or not. Personally, I wouldn't use it. Ironically.


Secondly,
I like the idea of using a small die. I don't want to use what I learned in D&D here too much. That makes everything more complex, and the idea is to keep it simple, so that each pair can play with the idea. And I don't want to use a d20, since I was looking to give each side a skill, and well, 20 sides equals 20 skills, no thanks, just no. That was my opinion.


Now, in case anyone is interested in a Dice match to try with me or someone else, this is what I have in mind, taking into account the ideas you have thrown at me so far:

What do you need to play?
  • First, use a small dice. A d6, for example.
  • Second, define your characters' lives. Talk to define this according to what each of you is looking for. You could give them different life scores or start with the same amount, for example: I suggest using 20 life points if you want a quick fight, or 40 or 60 if you want it to be long.
  • Third, define the special abilities of the sides of the dice. A user commented on a list of abilities, right? Well, it sounds cool that, for example, if I roll a 6 on my dice, that same side is related to my character's signature move, for example. I could also assign one side of the dice to life point recovery.
    • Or if you want to not depend so much on the result, assign a ‘passive ability’. A skill that has nothing to do with the die, such as gaining 5 health points every time you reach 4 posts; or, every two misses, the third shot is the value you choose. The sky's the limit.
    • By the way, what would you suggest for... cases where the dice results are a tie?
  • Fourth, define the damage. You can define damage as the same result as the d6 roll, or you can re-roll and take that value as damage.


If there is anything you would refine, change or suggest, please comment, as it could even be a crazy tournament, if we think about it carefully.
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